

Talk with your DM to see if there’s any way you can get an item to give you +1-+3 in some way, like a headband or something. That means you get two chances to get your sneak attack, and two chances with great damage even if you’ve already sneak attacked! That… might be worth it, especially early on!Ī rogue being able to two-weapon fight is pretty good. Now that’s a good reason to use this over a basic weapon! So, if you make an attack with an unenchantable weapon, you get to swing with your offhand! That means in total, you can deal d6+d4+(double) Dexterity. The damage die of this bonus attack is 1d4, instead of 1d6.
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So eventually, you may need to replace your Psychic Blades with a magic weapon.Īfter 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. So you’ll feel the pain of a low attack roll, and can’t get access to powerful buffs like Flame Tongue. Without a kind DM, you will never get a +1. There’s a pretty unfortunate issue, however there’s no way to enchant this. And a d6 with a great range? That’s pretty solid, it’s good damage and has fantastic reach. As an attack action, being able to deal consistent psychic damage is wonderful. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
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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. This magic blade is a simple melee weapon with the finesse and thrown properties. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. Psychic BladesĪlso at level 3, you don’t get away without something that’s aggressive! However, both of these problems are solved by simply getting to a higher level. This telepathy does have its downsides 2 people getting telepathy doesn’t cover your party, rolling a 1 sucks a lot.

While it could be cool to scare the hell out of a guard with telepathy, they’ll likely cut the connection immediately. Do make sure you warn your target first, because they can just cancel it whenever they want.

The early-game ability to get telepathy demolishes language barriers and allows for incredibly sneaky strats between you and most of your party. The free use of psychic whispers is, obviously, fantastic. You only expend the Psionic Energy die after you’ve used it already that day. You don’t need to share a language to understand them. Not mentioned they need to have some language known, and the creature can cancel the connection whenever. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. 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. 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. Might as well make sure those shady ability check rolls don’t kill you, right? Roll those d6s or d8s as you wish! After level 9, you’ll want to save this ability for just the most important rolls that you missed. Until level 9, you have nothing else to use psionic energy on. You expend the die only if the roll succeeds. 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. Right now, you can spend your Psionic Energy to manifest these two abilities. You regain all of your psionic energy after a long rest, and may use a bonus action to regain one die once per any rest (long or short). They start as a d6, and increase once at level 5, 11, and 17 (d8, d10, d12). These dice are in a pool equal to double your proficiency bonus (4 at level 3, 6 at level 5, 8 at level 9, 10 at level 13, 12 at level 17). Psionic PowerĪt level 3, you gain a pool of psionic dice called Psionic Energy. So, especially early on, this class can become annoyingly low on resources, and then be forced to use basic rogue features. This doesn’t make them better than a rogue subclass just the base rogue gets extra skills, extra damage, more utility, and even some defense, though at the cost of being based on a pool of dice. The Soulknife is a resource-based rogue that basically gets a little better than a rogue on all accounts.
