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Soulknife

Class

The soulknife uses psionics as a way to bridge the gaps between the mental, the physical, and the spiritual natures of the self. When you walk this path, you intuit ways to cut through the psychic walls people build around themselves and discover ways to leverage this vulnerability in yourself and others. Soulknives are able to manifest psychic daggers, which are their weapon of choice.


3rd LevelPsychic Daggers

When you choose this archetype at 3rd level you gain the ability to use a bonus action to manifest up to two psychic daggers which require concentration to maintain. These psychic daggers deal 2d4 psychic damage, have the thrown (10/30) and dual-wielding properties, and you are proficient in their use. You use your Wisdom modifier for attack and damage rolls made with them. When wielding two psychic daggers, you can make a melee or ranged attack with the psychic dagger in your off-hand as a bonus action, including as part of the bonus action used to manifest your psychic daggers.

If you throw a psychic dagger, it reappears in your hand immediately after it hits or misses your target. The psychic daggers remain until you lose concentration.


3rd LevelHidden Thoughts

Also at 3rd level, you control your emotional expressions and Insight checks made against you suffer disadvantage.


6th LevelAgile Psionics

At 6th level, you gain proficiency with the Mist and Shade combat tradition and learn the Deceptive Stance which does not count against your number of maneuvers known.


9th LevelPiercing Soul

Beginning at 9th level, once between rests when you hit a creature with a psychic dagger attack, you can use your reaction to strike directly at the creature’s psyche instead of dealing damage. The target makes a Constitution saving throw against your psionics save DC, suffering your choice of one of the following conditions until the end of your next turn on a failure: confused, frightened (with you as the source of their fear), rattled, or slowed. On a successful save, the creature is immune to this effect for 24 hours.


14th LevelTwist of Fate

At 14th level you have learned to pair your mental and physical prowess to achieve your goals. Choose one sentient creature within melee or ranged distance of your psychic daggers. As an action you can make a Sleight of Hand check against the target’s passive Perception. On a failure, your attempt misses, but the target remains unaware of the attempt. On a success, you hit the target with your psychic dagger. Instead of damage, you instead manifest one of the following effects:

Critical Coma. You hit and deal damage with both of your psychic daggers. If the target survives and the damage done is equal to or greater than the target’s Wisdom score, it falls asleep. Otherwise, it is rattled until the beginning of its next turn. Slumbering creatures stay asleep for 1 minute unless it takes damage or someone uses an action to physically wake it.

Falsified Memory. You implant one false memory into the target’s mind. The target believes this memory to be true for 1d6 days unless its memory is psychically restored. During this time, they suffer the bewildered short-term mental stress effect. After completing a long rest at a haven, the target can make an Intelligence saving throw against your psionics save DC to remove the bewildered effect early and recognize the memory as false.

Profound Fear. The target develops an irrational fear of an item, creature, or sound of your choice. This fear counts as the phobia long-term mental stress effect and lasts for 1d6 days or until it is relieved by psychic means, whichever comes first. After completing a long rest at a haven, the target can make an Wisdom saving throw against your psionics save DC to remove the phobia effect early.

Stolen Secrets. You delve into the target’s thoughts and discover secrets they would otherwise keep hidden. The target remains unaware that you accessed these thoughts for 1d6 days, after which time it remembers the intrusion and knows you are the source of the effect.

Unfathomed Thoughts. The target is stunned until the beginning of your next turn as it becomes lost in contemplation of all the deep mysteries of life.