Rogue
Base Class: Rogue

This is a rework of the Soulknife subclass. 

Psionic power

3rd-level Soulknife feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus

action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (dl0), and 1 7th level (d l 2). The powers below use your Psionic Energy dice.

 

  • Psi Boosted Knack.    Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
  • Psionic blades.     Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade.This attack roll uses your intelligence modifier. This magic blade is a simple melee weapon with the and thrown properties. It is a normal range of 30 feet and no long range, and on a hit, it deals psychic damage equal to 1d (your psionic die)  plus your intelligence modifier. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. 
  • Psychic Whispers.     You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psi-Spells

9th-level Soulknife feature

You can use your psionic energy to change the world and other perceptions of it. You gain the ability to cast certain spells, as show in the psi spells table below. Some spells change their tier, You cast these spells as the lowest tier you are able

There are three tiers of spells that you can cast. Tier one, which you can cast at will. Tier two spells, you can cast one tier two spell per long rest, after which you must expend a psi dice to cast any more. And tier three spells, which you must expend two psi dice to cast.

 

 

Psi Spells

9thLevel

13th level

17 level

Tier one

Detect thoughts, Friends, minor illusion 

Silent image

Charm Person

Tier two

Cause fear, Charm Person, 

Fear, Command, Mirror Image,

Suggestion , 

Phantasmal Killer

Tier three

Hypnotic Pattern, Hold Person, dominate person, suggestion

Major Image

Mental prison, dominate monster

 

 

Mind over matter

9th-level Soulknife feature

You have mastered new ways to use your telekinetic abilities, detailed below.

  • Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. 
  • The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.
  • Psychic Teleportation. As a bonus action, you warp space with your mind, expend one Psionic Energy die and roll it, and you are teleported to an  unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes. 

BlindSpot

 

13th level SoulKnife 2 feature.

You can use your psionic abilities to convince someone’s mind that you are not there.

As an action, you can expend 3 psi dice to become invisible to one creature that is within 45 feet of your. While you are invisible in this way, you also have advantage on stealth checks against that creature. The invisibility lasts until you lose concentration, or 2 minutes have passed.

Unwitting Drone

By 17th level, you know how to use the senses of those you infiltrate as if they were your own. Once per long rest, you can target a creature with intelligence 8 or higher, that creature must make an intelligence saving throw of 8 + your intelligence modifier + you PB. If it fails  you may adopt the senses of that creature. You are unaware of your own surroundings as this happens, but, while you maintain concentration , you hear everything they hear, see everything they see, and feel everything that they feel. You can make Perception and Insight checks while using the creature’s senses, but they are at disadvantage. Inadition, you also gain knowledge of  the creature's thoughts . you know everything that it would tell in a friendly conversation. As an action, you can force the creature to repeat the saving throw. If it fails you gain access to two of its deeper hidden memories.if the creature succeeds on weather daving throws you are cast out of the creatures mind, and if it  rolls a twenty, it gains axes to you current suffice thoughts for 30 seconds.

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