{"name":"Soulknife","overview":"Most assassins strike with physical weapons, and many burglars and spies use thieves\u2019 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\u2019 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.\r\nAmid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.\r\n\r\nAs a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.","hit_dice":"1d8 per level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per level after 1st","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons, hand crossbows, longswords, rapiers, shortswords","tools":"Thieves\u2019 tools","saving_throws":"Dexterity, Intelligence","skills":"Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a rapier or (b) a shortsword[\/li]\r\n[li](a) a shortbow and quiver of 20 arrows or (b) a shortsword[\/li]\r\n[li](a) a burglar\u2019s pack, (b) a dungeoneer\u2019s pack, or (c) an explorer\u2019s pack[\/li]\r\n[li]Leather armor, two daggers, and thieves\u2019 tools[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[b]Expertise[\/b]\r\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves\u2019 tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves\u2019 tools) to gain this benefit.\r\n\r\n[b]Sneak Attack[\/b]\r\n\r\nBeginning at 1st level, you know how to strike subtly and exploit a foe\u2019s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\n\r\nYou don\u2019t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn\u2019t incapacitated, and you don\u2019t have disadvantage on the attack roll.\r\n\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.\r\n\r\n[b]Thieves\u2019 Cant[\/b]\r\n\r\nDuring your rogue training you learned thieves\u2019 cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves\u2019 cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n\r\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves\u2019 guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.\r\n\r\n[b]Cunning Action[\/b]\r\n\r\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.\r\n\r\n\r\n[b]Psionic Power[\/b]\r\n3rd-level Soulknife feature\r\n\r\nYou 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.\r\n\r\nSome of your powers expend the Psionic Energy die they use, as specified in a power\u2019s description, and you can\u2019t 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\u2019t do so again until you finish a short or long rest.\r\n\r\nWhen 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).\r\n\r\nThe powers below use your Psionic Energy dice.\r\n\r\n[i]Psi-Bolstered Knack.[\/i] 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.\r\n\r\n[i]Psychic Whispers.[\/i] You can establish telepathic communication between yourself and others\u2014perfect for quiet infiltration. 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. A creature can\u2019t use this telepathy if it can\u2019t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don\u2019t need to speak a common language to understand each other.\r\n\r\nThe first time you use this power after each long rest, you don\u2019t expend the Psionic Energy die. All other times you use the power, you expend the die.\r\n\r\n[b]Psychic Blades[\/b]\r\n3rd-level Soulknife feature\r\n\r\nYou can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. 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. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.\r\n\r\nAfter 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, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.\r\n\r\n[b]Ability Score Improvement[\/b]\r\n\r\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\n[b]Uncanny Dodge[\/b]\r\n\r\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack\u2019s damage against you.\r\n\r\n[b]Evasion[\/b]\r\n\r\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon\u2019s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n[br][b]Soul Blades[\/b]\r\n9th-level Soulknife feature\r\n\r\nYour Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:\r\n\r\n[i]Homing Strikes.[\/i] If you make an attack roll with your Psychic Blades 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.\r\n\r\n[i]Psychic Teleportation.[\/i] As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.\r\n[br]\r\n[b]Reliable Talent[\/b]\r\n\r\nBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.\r\n[br][b]Psychic Veil[\/b]\r\n13th-level Soulknife feature\r\n\r\nYou 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.\r\n\r\nOnce you use this feature, you can\u2019t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.\r\n[b]\r\n[br][\/b]\r\n[b]Blindsense[\/b]\r\n\r\nStarting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.\r\n\r\n[b]Slippery Mind[\/b]\r\n\r\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.\r\n[br][b]Rend Mind[\/b]\r\n17th-level Soulknife feature\r\n\r\nYou can sweep your Psychic Blades directly through a creature\u2019s 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.\r\n\r\nOnce you use this feature, you can\u2019t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.\r\n[br]\r\n[b]Elusive[\/b]\r\n\r\nBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren\u2019t incapacitated.\r\n\r\n[b]Stroke of Luck[\/b]\r\n\r\nAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n","subclass_options":"","table_data":"Level | Proficiency Bonus | Features | Sneak Attack\r\n1st | +2 | Expertise, Sneak Attack, Thieves\u2019 Cant | 1d6\r\n2nd | +2 | Cunning Action | 1d6\r\n3rd | +2 | Psionic Power,\u00a0Psychic Blades\u00a0| 2d6\r\n4th | +2 | Ability Score Improvement | 2d6\r\n5th | +3 | Uncanny Dodge | 3d6\r\n6th | +3 | Expertise | 3d6\r\n7th | +3 | Evasion | 4d6\r\n8th | +3 | Ability Score Improvement | 4d6\r\n9th | +4 | Soul Blades | 5d6\r\n10th | +4 | Ability Score Improvement | 5d6\r\n11th| +4 | Reliable Talent | 6d6\r\n12th | +4 | Ability Score Improvement | 6d6\r\n13th | +5 | Psychic Veil | 7d6\r\n14th | +5 | Blindsense | 7d6\r\n15th | +5 | Slippery Mind | 8d6\r\n16th | +5 | Ability Score Improvement | 8d6\r\n17th | +6 | Rend Mind | 9d6\r\n18th | +6 | Elusive | 9d6\r\n19th | +6 | Ability Score Improvement | 10d6\r\n20th | +6 | Stroke of Luck | 10d6","source":"Player's Handbook","jsondata":"","tags":"Subclass, Rogue","templateId":"5460","blockId":"1486345","world":"c6d49992-dffb-42e7-88a5-4f7a5cad3692","folder":"25310","isShared":"on"}