Soulknife, 2nd Variant (5e Subclass)

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Soulknife[edit]

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

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 (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

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.

Psychic Whispers. You can communicate telepathically with any creature within 60 feet of you. If it understands at least one language, it can respond to you telepathically. Also, you can establish this telepathic communication between yourself and others for a long range. 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. 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.

Psychic Touch. Your psionic power allows you to move things with your mind, granting you the following benefits: You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. You can use the bonus action granted by your Cunning Action to control the hand. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet (60 feet if its range has been increased) of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be moved 5 feet in any direction horizontally that chosen by you. A creature can willingly fail this save.


Psychic Blades

3rd-level Soulknife feature

You can manifest your psionic power as shimmering blades of psychic energy from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can create or dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn. In addition, as a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.


Psychic Soul

9th-level Soulknife feature

Homing Strikes. If you make an attack roll and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

Psychic Teleportation. As a bonus action, you expend one Psionic Energy die and roll it, then you teleport up to a number of feet away equal to 10 times the number rolled to an unoccupied space you can see.


Psychic Veil

13th-level Soulknife feature

You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.


Psychic Powers

17th-level Soulknife feature

Rend Mind. You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend two Psionic Energy dice to use it again.

Telekinetic Movement. As a bonus action, you expend two Psionic Energy die to gain a flying speed of 30 feet for 10 minutes. After this duration, you float gently to the ground if you are still aloft, unless you expend two Psionic Energy dice to use this feature again.


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