Soulknife (5e Subclass)

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Disambiguation.png This article is about Soulknife, Homebrew 5e rogue subclass.
For other uses of Soulknife, see Soulknife (disambiguation).


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Author: Ghostwheel (talk)
Date Created: June 29, 2019
Status: Complete
Editing: Clarity edits only please
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Soulknife[edit]

Through intense meditation on a single image, you gain the ability to materialize a blade made out of the very essence of your mind. Many soulknives are akin to monks in their quest for perfection, though they tend to focus on perfection of the mind rather than perfection of the body.

Blade of the Mind[edit]

Starting at 3rd level, you can use your bonus 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.

Wild Talent[edit]

At 3rd level, the blossoming power of your mind grant you a number of power points equal to your Wisdom modifier, and you can expend these power points to power your mind blade (see below). When you spend a power point, it is unavailable until you finish a short rest, at the end of which you regain all expended power points.

Psychic Strike[edit]

You can use your power points to make a psychic strike by spending one power point as a bonus action. In this case, your next successful attack with your mind blade deals your sneak attack damage as psychic damage, and ignores the normal requirements of sneak attack such as requiring a foe to have an enemy within 5 feet of it (though you can still only make one sneak attack per turn). When you reach 9th, 13th, and 17th level, increase the amount of sneak attack damage done when using psychic strike by 1d6 psychic damage.

Mind Blade Enhancement[edit]

By 9th level your mind blade grows stronger, gaining a +1 bonus to attack and damage. This bonus increases by an additional one at level 13 and 17. You can trade this bonus for other enhancements, as per below. For example, a 17th level soulknife could have a +1 Flaming Frost mind blade, which would have a +1 bonus to attack and damage, and deal an additional 1d6 fire damage and 1d6 cold damage on a successful hit.

You can change the chosen distribution of enhancements on your mind blade at the end of a long rest.

Bane (+1)

Choose a creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs). Your mind blade deals 2d6 additional damage against creatures of that type.

Corrosive (+1)

Your mind blade deals 1d6 additional acid damage.

Dancing (+3)

Your mind blade functions as a Dancing Sword.

Frost (+1)

Your mind blade deals 1d6 additional cold damage.

Flaming (+1)

Your mind blade deals 1d6 additional fire damage.

Keen (+1)

Your mind blade scores a critical hit on a roll of 19 or 20.

Lucky (+3)

As long as you wield your mind blade, you gain the Lucky ability of the Luck Blade.

Mighty Cleaving (+1)

On your turn, when you score a critical hit with your mind blade or reduce a creature to 0 hit points with it, you can make one attack with your mind blade as a bonus action.

Poisonous (+1)

Your mind blade deals 1d6 additional poison damage.

Shocking (+1)

Your mind blade deals 1d6 additional electric damage.

Speed (+2)

You gain an additional action each turn while wielding your mind blade. That action can be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Suppression (+2)

A creature struck by your mind blade is targeted by the dispel magic spell as though you had used a 3rd level spell slot. Treat your Wisdom modifier as your spellcasting ability modifier for the purpose of this enhancement.

Vicious (+1)

Your mind blade deals 2d6 additional damage, and you take 1d6 psychic damage when you hit with it.

Free Draw[edit]

By 13th level, you can draw your mind blade without thinking. You may now 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[edit]

At 13th level, you gain the ability to manipulate your mind blade to be as light as a feather in your hand. Your mind blade gains the thrown (range 20/60) property.

Bladewind[edit]

When you reach 17th 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.



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Ghostwheel's Homebrew (395 Articles)
Ghostwheelv
AuthorGhostwheel +
ClassRogue +
Identifier5e Subclass +
RatingUndiscussed +
SummaryBy focusing your mind, you gain the ability to create a weapon that rivals those of legend. +
TitleSoulknife +