Identity

The Soulknife is a psionic Rogue that uses Psionic Energy Dice for skill reliability, telepathy, supernatural movement and attack correction while creating Psychic Blades that leave no ordinary weapon behind. Its psionic toolkit changes the Rogue's weapon options and utility, but it still depends on the normal Rogue action economy, Sneak Attack timing, and skill chassis.

How it fits the Rogue chassis

Soulknife begins at 3rd Rogue level and gains further archetype features at 9th, 13th, and 17th level. Soulknife gains archetype features at Rogue levels 3, 9, 13, and 17. Psionic Energy Dice and Psychic Blades start early, then later milestones expand mobility, accuracy, and mental abilities while the Rogue chassis keeps advancing.

Ability-score implications

Dexterity is the main ability because Psychic Blades are finesse weapons and the Rogue chassis remains Dexterity-focused. Constitution is useful for survival. The psionic save DC in the subclass also rewards a strong Dexterity score rather than introducing a separate spellcasting ability.

Combat and exploration role

Use Psi-Bolstered Knack on important proficient checks where the die can turn failure into success, and remember that the die is preserved when the boost still fails. Psychic Blades are excellent when you need concealed, disposable weapons, but magic items and resistance interactions may make a conventional weapon relevant in some campaigns.

Sneak Attack remains central

Psychic Blades qualify for Sneak Attack because they are finesse weapons. The first blade deals the larger damage die; the bonus-action blade is another opportunity to land Sneak Attack if the first attack missed and Sneak Attack has not yet been applied that turn.