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Subclass Rogue 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 lets you spend a die on a failed proficient skill check to potentially succeed. Homing Strikes lets you spend a die on a missed Psychic Blade attack to add that roll to the attack. Psychic Blades summons a psychic dagger that deals Psychic damage. Soul Blades at Level 9 adds Psychic Teleportation (teleport via thrown blade) and Psychic Veil (1-hour Invisibility).
| LEVEL | FEATURE |
|---|---|
| 3 | Psionic Power, Psi-Bolstered Knack, Homing Strikes, Psychic Blades |
| 9 | Soul Blades: Psychic Teleportation, Soul Blades: Psychic Veil |
Psionic Power You harbor a wellspring of psionic energy within yourself, represented by your 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 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. The die is expended only if the roll then succeeds.
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 You can manifest shimmering blades of psychic energy. As part of the Attack action, you manifest a psychic blade from your free hand and make a ranged attack with it. The blade has a range of 60 feet, deals 1d6 Psychic damage on a hit, and vanishes immediately after.
When you take the Attack action and make a Psychic Blade attack, you can make a second Psychic Blade attack as a Bonus Action. The second blade deals 1d4 Psychic damage instead of 1d6.
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 You can weave a veil of psychic static to mask yourself. 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.
The Soulknife is the psionic utility + no-weapon Rogue subclass. Psychic Blades require no equipment — a Soulknife who is disarmed, stripped, or imprisoned can still deal Sneak Attack damage using psychic blades alone. The ranged 60-foot range means the Soulknife can engage from medium range without a bow.
Psionic Energy Dice are a flexible resource. Psi-Bolstered Knack prevents skill check failures on proficient skills (die only expended on success), which is extremely cost-efficient — you only spend the die when it saves a failed check. 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.