Soulknife FAQ
What are the main Soulknife features?
Soulknife is a psionic Rogue that fights with manifested Psychic Blades and a pool of Psionic Energy Dice. Psi-Bolstered Knack improves important skill checks, Psychic Whispers provides telepathic coordination, Soul Blades add attack correction and teleportation, and later features provide invisibility and a powerful mind-rending strike.
3rd level — Psionic Power
Gain Psionic Energy Dice. Psi-Bolstered Knack can improve failed proficient ability checks, while Psychic Whispers creates temporary telepathic communication with selected creatures.
3rd level — Psychic Blades
When you take the Attack action, manifest a finesse, thrown psychic blade for the attack. After attacking with it, you can make a second smaller Psychic Blade attack as a bonus action if your other hand is free.
9th level — Soul Blades
Homing Strikes can add a Psionic Energy Die to a missed Psychic Blade attack, while Psychic Teleportation converts a die into teleportation distance.
13th level — Psychic Veil
Become invisible for up to an hour under the feature's restrictions, with a free use and additional access through Psionic Energy.
17th level — Rend Mind
After dealing Sneak Attack with a Psychic Blade, attempt to stun the target with a Wisdom saving throw; repeated use beyond the free use costs multiple Psionic Energy Dice.
How the features work together
The subclass ties Rogue reliability to a flexible psionic resource. Psi-Bolstered Knack protects key skill checks, Homing Strikes can rescue an important missed Psychic Blade attack, and Psychic Teleportation converts the same pool into mobility. Because Psychic Blades qualify for Sneak Attack, the psionic system strengthens the normal Rogue game plan instead of replacing it.