Soulknife (5e Class)
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- 1 Soulknife
- 2 Class Features
- 3 Soulknife Focus
- 3.1 Mantra Focus
- 3.2 Manifestation Focus
- 3.3 Vampiric Focus
Dashing between the hail of arrows, a screen of pure force rises up to block the storm as the brown-skinned, dark-eyed humanoid rushes forth, a blade of pure force in his hand and a long pony-tail swinging behind him in the wind.
A room where no weapons are allowed, and just four people, one sat behind a table with a smug look on his face as two bodyguards flank him. A smile suddenly shows on the insect-like humanoid's face as it rises, a flaming sword appearing in its hand.
The hulking giant of a man bellows in laughter as swathes of foes are cut down by his axe which is misted in front. He throws the axe an incredible distance before it reappears in his hand, and he continues the slaughter.
A flurry of movements from the githyanki as it moves forward. The sword in her hand flickers, and then reappears in her other hand as she advances through the slaves like a farmer among stalks of wheat, slowly advancing towards her ultimate target.
Regardless their calling, soulknives all have honed their minds to the point where they can manifest weapons with a single thought, allowing to summon weapons that others would consider legends. Psionic power is channeled by them to allow them to cut through foes like butter, their weapons more than mere metal.
Thoughts Sharp as Knives
Soulknives practice tirelessly to manifest their weapon, also known as a mind blade, in order to become perfect warriors. Their mastery allows them to manifest their power in various ways, unhindered by the more mundane prisons which the minds of others are enclosed in. Further enhancing themselves, some manifest their mind blades into weapons of legend, allowing them to duplicate the effects of weapons that normally only the most legendary of heroes could acquire with simply a thought.
Meditation and Focus
Cloistered among others who seek perfect of the mind, many soulknives can be found in monasteries alongside monks, though some find they can focus their minds more precisely when alone. Each soulknife believes that their mind is the deadliest of weapons that can be found, and each one's mind blade is different in its color and shape, molded by their personality and character.
Thought of purest battle drives many soulknives, and they often seek out enemies on which they can test their mind blades, each seeing how far they can push their mind in order to demonstrate to themselves, and sometimes others, the purity found in a blade that is made of no mortal steel. Their special connection to their weapon allows the more advanced mind blades to create a connection between themselves and their target to deliver terrifying blows and wreak havoc directly on their target's mind.
For a soulknife, the adventuring life a perfect fit as it allows them to continue honing their blades through experience and pain into the perfect weapon, one which can stand up to the test of time. They often disparage the weapons of others, seeing them as brittle, finite things that can be broken and shattered, while their own mind blades remain perfect regardless of the stress they endure.
Creating a Soulknife
When making a soulknife, think on how they came to their mind blade. Were they once in a life-and-death battle, where they were helpless when suddenly their mind blade sprang into their hands, or did they spend long hours concentrating upon the image of their mind blade until one day it spontaneously appeared, perfect and shining in their hands? Consider what you did with the power to have a weapon of devastation at the ready at any time; did you use it to protect yourself when all seemed hopeless and you were out-armed, or did you employ it for more sadistic purposes, creeping up on an enemy while appearing defenseless before cleaving their back in two? Finally, think on why you left your normal life. Did the first battle light a fire in you, causing you to gain a taste for fighting, or did the appearance of your mind blade cause those around you to distrust you as something strange, casting you out of your community?
You can make a soulknife quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.
As a Soulknife, you gain the following class features.
Hit Dice: 1d8 per Soulknife level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Soulknife level after first
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, Perception, Sleight of Hand, Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow with 20 bolts or (b) a shortbow with 20 arrows
- (a) a simple melee weapon or (b) a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
|1st||+2||Mind Blade, Wild Talent||1d8|
|2nd||+2||Free Draw, Throw Mind Blade||1d8|
|4th||+2||Ability Score Improvement||2d8|
|5th||+3||Mind Blade Enhancement (Uncommon)||3d8|
|8th||+3||Ability Score Improvement||4d8|
|9th||+4||Mind Blade Enhancement (Rare)||5d8|
|12th||+4||Ability Score Improvement||6d8|
|13th||+5||Mind Blade Enhancement (Very Rare)||7d8|
|15th||+5||Improved Free Draw||8d8|
|16th||+5||Ability Score Improvement||8d8|
|17th||+6||Unlimited Blade Works||9d8|
|19th||+6||Ability Score Improvement||10d8|
|20th||+6||Mind Blade Enhancement (Legendary)||10d8|
You can use your action to create a mind blade in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your mind blade disappears if it is more than 5 feet away from you for 1 round or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
At 5th level you can strengthen your will to cause your mind blade to copy the effects of certain weapons. At the end of the a long rest, you can allow your mind blade to duplicate melee weapons whose rarity is common or uncommon, rare weapons at 9th level, very rare weapons at 13th level, and legendary weapons at 20th level. If a weapon has permanently consumable charges (such as those of the Luck Blade), you cannot use that aspect of the weapon, and if you have an open attunement slot, you may automatically attuned to that weapon while it is materialized.
Your mind is among the strongest, creating within you a pool of psionic power that you can use to activate your abilities. This is represented by power points, which allow you to power your psychic strike feature.
You possess a number of power points equal to your soulknife level plus your Wisdom modifier, and you can expend these power points to manifest a number of powers according to your subclass. When you spend a power point, it is unavailable until you finish a long rest, at the end of which you regain all expended power points. You must spend 30 minutes meditating to regain your power points. Some of your power points require your target to make a saving throw to resist the feature's effects. The saving throw is calculated as follows:
Wild Talent save DC = 8 + your proficiency modifier + your Wisdom modifier.
Immediately after hitting a creature with your mind blade, as a bonus action you can create a psychic tether between you and the creature, allowing you to attack its mind directly. The targeted creature must make a Wisdom save or take 1d8 psychic damage, or half as much on a successful save. Using this feature requires you to expend one power point.
The damage of your psychic strike increases as you gain levels in Soulknife, as shown in the Psychic Strike column of the Soulknife table.
Starting at 2nd level, you can draw your mind blade with barely a thought. Once on your turn, you can summon your mind blade with no action required.
At 15th level this ability improves, allowing you to summon your mind blade any number of times with no action required. This allows you to throw multiple mind blades per round, or even use them in conjunction with two-weapon fighting.
Throw Mind Blade
At 2nd level, your mind blade is like a feather in your hand regardless of its form. Your mind blade gains the thrown (range 20/60) property.
As you reach 3rd level, you gain a greater understanding of your mind, and the path by which is progresses. Choose one of the following affinities: Mantra Focus, Manifestation Focus, or Vampiric Focus, all detailed at the end of the class description. Your focus grants you features at 3rd level, and again at 11th and 18th level.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 7th level, you can siphon off some of your enemies' pain to reinforce your own mental fortitude. If you hit an enemy more than once in a single round, you can activate psychic strike without spending a power point.
When you reach 10th level, you can split your mindblade into multiple forms with but a thought, attacking all enemies about you. You can use your action to make a single melee attack against any number of enemies within 5', using the same attack roll for each enemy targeted. You regain the use of this ability at the end of a short rest.
Upon reaching 14th level, you learn how to unthread a creature's soul from its body, disrupting its life essence and resistance to further mental attacks. As a bonus action, choose an enemy whom you have hit with your mind blade this turn. That enemy has disadvantage on their next Wisdom saving throw until the end of your next turn.
Unlimited Blade Works
At 17th level your mind becomes so powerful that you can bring an enemy into a microcosm of your mind's making, littered with the past mind blades you've used that immediately attack them. As an action, choose a creature within 30'. That creature disappears and at the start of each of the creature's turn it immediately takes 10d6 force damage. At the end of the creature's turn, it may make a Wisdom save, returning to its original position or the nearest unoccupied space on a successful save.
You regain the use of this feature when you finish a long rest.
Soulknives all share the ability to create mind blades, but different ones each focus on a different aspect of their psychic power. Some draw power from their enemies, replenishing their own psychic potential at the cost of their enemies, while others focus on the power of their minds, allowing them to create strange psychic phenomena, and lastly others enter special mantras that allow them to force their bodies to act strangely through pure mental focus.
Your ability to focus your mind is unrivaled, allowing yourself to change the way your body acts.
Mantra of Biofeedback
At 3rd level, you gain the ability to cast the heroism spell on yourself as a bonus action by spending one power point, with Wisdom being your spellcasting ability modifier. The number of temporary hit points you gain from this feature are increased by two at levels 5, 11, and 17.
In addition, a number of times equal to your Wisdom modifier, you can meditat for five minutes at the end of a short rest to regain a number of power points equal to your Wisdom modifier (minimum one). You regain expended uses of this ability at the end of a long rest.
Mantra of Speed
By 11th level you can force your mind to gain greater speeds, allowing to move faster than is humanly possible. You gain the ability to cast the haste spell on yourself as a bonus action by spending five power points.
Mantra of Inconspicuousness
Beginning at 18th level, can move in such a way as you disappear from sight, moving into the blind spot of creatures. You gain the ability to cast the greater invisibility spell on yourself as a bonus action by spending nine power points.
More than a simple warrior, your mind's focus allows you to manifest psychic powers which aid you in your struggles.
At 3rd level, you gain one of the following features of your choice.
In addition, when you roll initiative and have no power points remaining, you regain a number of power points equal to your Wisdom modifier (minimum one).
You gain the ability to cast the shield of faith spell on yourself by spending one power point.
You gain the ability to cast the absorb elementsXGE spell by spending one power point.
You gain the ability to cast the shield spell by spending one power point.
At 11th level, you gain one of the following features of your choice.
By spending seven power points, you cause one target within 30 feet to make a Wisdom saving throw or fall into a daze, causing them to become incapacitated for one minute. At the end of their turn, they may make another Wisdom saving throw to attempt to end this effect. Creatures immune to psychic damage or with an Intelligence of less than 3 are immune to this effect.
You gain the ability to cast mind spikeXGE by spending seven power points, except this does 12d8 damage instead of the normal amount of damage. If a target is killed by this damage, its head explodes, assuming it has one.
You gain the ability to cast fireball by spending seven power points. Instead of the normal damage, this spell does psychic damage and requires an Intelligence saving throw to resist.
At 18th level, you gain one of the following features of your choice.
You gain the ability to cast animate objects by spending thirteen power points.
You gain the ability to cast telekinesis by spending thirteen power points, using your Wisdom as your spellcasting ability modifier.
You gain the ability to cast arcane hand by spending thirteen power points.
Your connection to the minds of your foes allows you to take the dregs of their psychic power to make it your own.
At 3rd level, when you reduce a hostile creature to 0 hit points, you regain one power point and gain a number of temporary hit points equal to your Wisdom modifier + your soulknife level (minimum of 1). You may use this a number of times equal to your Wisdom modifier, and regain expended uses at the end of a short rest.
Furthermore, when a foe takes damage from your Psychic Strike feature, you gain a number of temporary hit points equal to your Wisdom modifier (minimum of 1).
By 11th level you can siphon health directly from your foes; when you damage a foe with your mind blade, heal for a number of hit points equal to your Wisdom modifier. This ability can heal you to no more than half of your hit point maximum.
Upon reaching 18th level, you can steal health directly from your enemies while trapping their minds. You may cast mental prisonXGE using your wild talent save DC for the spell's DC, and whenever an enemy takes damage from this spell you regain an equal amount of hit points. You regain the use of this ability at the end of a long rest.
|Hit Die||1d8 +|
|Identifier||5e Class +|
|Save||Intelligence + and Wisdom +|
|Skill||Athletics +, Acrobatics +, Arcana +, Insight +, Investigation +, Perception +, Sleight of Hand + and Stealth +|
|Summary||By harnessing the power of your mind, you create a blade which can wreak havoc on your foes +|