Soulknife
Every rogue relies on a sharp blade. The Soulknife simply skips the step of acquiring one. These psychically gifted rogues have learned to extrude weapons directly from their own minds — blades of crystallized thought that cut as readily as steel and leave wounds that ache in ways that go beyond the physical. A Soulknife carries their arsenal everywhere, needs no sheath, and can never be disarmed.
The psionic talent that defines a Soulknife tends to surface under pressure. Many can trace the awakening of their abilities to a moment of desperate need — a locked room with no tools, an enemy who had stripped them of everything, a situation where ingenuity alone was not enough. The mind, it turns out, has edges if you know how to find them.
Soulknives are patient, precise, and often unsettling to fight. Their blades appear and vanish at will. Their attacks seem to strike through armor at something deeper. And when they choose to vanish entirely, it happens with a thought — not a puff of smoke, not a magic word, just a flicker of concentration and an empty space where a person used to be.
Soulknife Table:
| Level | Subclass Features Gained |
|---|---|
| 3rd | Psionic Power, Psychic Blades |
| 9th | Soul Blades |
| 13th | Psychic Veil |
| 17th | Rend Mind |
Subclass Features
Psionic Power
3rd-level Soulknife feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by Psionic Energy dice, each of which is a \(1d6\). You have a number of these dice equal to twice your proficiency bonus, and they fuel various Soulknife features.
You regain one expended Psionic Energy die when you finish a short rest, and you regain all expended dice when you finish a long rest.
Some features require your target to make a saving throw. The saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
Psychic Blades
3rd-level Soulknife feature
You can manifest blades of pure psychic energy from your mind. Whenever you take the Attack action, you can replace one of your attacks with a Psychic Blade attack. A Psychic Blade has the finesse and thrown (range 60 ft.) properties, and deals \(1d6\) psychic damage on a hit. It requires no components and vanishes the instant after the attack resolves.
When you use a Psychic Blade, you can also manifest a second, shorter blade as a bonus action. This off-hand Psychic Blade deals \(1d4\) psychic damage on a hit instead of \(1d6\).
Your Psychic Blades are considered magical for the purpose of overcoming resistance and immunity.
Soul Blades
9th-level Soulknife feature
Your mastery of psionic weaponry deepens, granting you two new options:
Homing Strikes. If you miss with a Psychic Blade attack, you can expend one Psionic Energy die and add the result to the attack roll, potentially turning the miss into a hit.
Psychic Teleportation. As a bonus action, you can expend one Psionic Energy die and teleport up to 10 times the number rolled in feet to an unoccupied space you can see.
Psychic Veil
13th-level Soulknife feature
As an action, you can make yourself invisible for up to 1 hour. The invisibility ends early if you make an attack roll or force a creature to make a saving throw.
When the invisibility would end early in one of those ways, you can expend one Psionic Energy die to suppress the effect — the invisibility persists through that triggering action instead of ending.
Once you use this feature, you can't use it again until you finish a long rest.
Rend Mind
17th-level Soulknife feature
You can focus your psionic power into a strike that fractures the target's concentration and will. When you deal Sneak Attack damage with your Psychic Blades, you can expend three Psionic Energy dice to force the target to make a Wisdom saving throw. On a failed save, the target is stunned until the start of your next turn.
Once you use this feature, you regain one expended Psionic Energy die, regardless of the save's outcome.