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Subclass Rogue Soulknife

yoonmoonsik edited this page Aug 19, 2026 · 15 revisions

Soulknife

What Is the Soulknife?

The Soulknife is a Rogue subclass built around Psionic Energy Dice — a resource that fuels skill checks, attack rerolls, and Psychic Blade attacks. Psionic Power at Level 3 establishes the Psionic Energy Die pool (four d6, scaling to eight d10 at Level 11) and restores one die per Short Rest. Psi-Bolstered Knack is a toggle that automatically spends a die to add to every ability/skill check while active, regardless of whether the check would have succeeded anyway. Homing Strikes lets you spend a die on a missed Psychic Blade attack to add that roll to the attack. Psychic Blades enchants an equipped Dagger, Shortsword, or Scimitar into a returning, un-disarmable, Psychic-damage thrown weapon, and also grants a separate Bonus Action thrown-blade attack (1d4 + Dexterity modifier Psychic, applies Vex) that needs no weapon equipped at all. Soul Blades at Level 9 adds Psychic Teleportation (teleport via thrown blade) and Psychic Veil (1-hour Invisibility).

Class Features

Progression Overview

LEVEL FEATURE
3 Psionic Power, Psi-Bolstered Knack, Homing Strikes, Psychic Blades
9 Soul Blades: Psychic Teleportation, Soul Blades: Psychic Veil

Level 3

Psionic Power You have a pool of Psionic Energy Dice, which fuel certain powers granted by this subclass.

ROGUE LEVEL DICE COUNT DIE SIZE
3 4 d6
5 6 d8
9 8 d8
11 8 d10

You regain one expended Psionic Energy Die when you finish a Short Rest. You regain all expended dice on a Long Rest.

Psi-Bolstered Knack A toggle. While it is on, every ability check and skill check you make adds a Psionic Energy Die and spends it — before you know whether the roll needed the help. You can only switch it on while you have at least one die left.

Homing Strikes If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll.

Psychic Blades Psychic Blades enchants a Dagger, Shortsword, or Scimitar you already have equipped: the weapon becomes un-disarmable, gains the Thrown property, returns to your hand after being thrown, and its damage type becomes Psychic. It deals that weapon's own damage die, so you need an eligible weapon equipped for it to do anything.

If your off-hand weapon is also a Dagger, Shortsword, or Scimitar, it receives the same treatment.

As a Bonus Action, you can also throw a manifested Psychic Blade directly at a creature within about 60 feet, dealing a fixed 1d4 + Dexterity modifier Psychic damage and applying the Vex weapon mastery property on a hit (Advantage on your next attack roll against that target before the end of your next turn). This attack needs no weapon equipped and no prior Psychic Blade attack — it is available whenever you have a Bonus Action to spend.

Level 9

Soul Blades: Psychic Teleportation As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to 30 feet away. You then teleport to that space, and the blade vanishes.

Soul Blades: Psychic Veil As a Magic action, you gain the Invisible condition for 1 hour. This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Playstyle Notes

The Soulknife is the psionic Rogue subclass, but in this mod it isn't fully weapon-independent: the main Psychic Blades effect needs a Dagger, Shortsword, or Scimitar equipped to enchant, unlike tabletop 5e where the blades are conjured from nothing. Once enchanted, the weapon can't be disarmed and returns after being thrown, so a Soulknife who starts a fight properly equipped is hard to strip of their damage. The separate Bonus Action thrown-blade attack covers the gap for a Soulknife caught with no eligible weapon — it's weaker (fixed 1d4 instead of a possibly-larger weapon die) but always available.

Psionic Energy Dice are a flexible resource, but Psi-Bolstered Knack spends them less efficiently than tabletop's version: since it's a toggle that taxes every check while active (not a reactive "only when it saves you" ability), it's best switched on only before a specific high-stakes check rather than left running. Homing Strikes prevents wasted turns: miss a Psychic Blade → spend a die → potentially convert the miss to a hit with Sneak Attack.

The Short Rest restore (1 die per short rest) makes Psionic Energy Dice sustainable across a day, unlike Long-Rest-only resources.

Psychic Veil at Level 9 provides 1-hour Invisibility as a Magic action — it doesn't end on movement, only on dealing damage or forcing a save. One cast gives stealth positioning for an extended period.

Psychic Teleportation costs a Psionic Die but provides on-demand teleportation as a Bonus Action — escape grapples, reach elevated targets, or reposition after Sneak Attack from unexpected angles.

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