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Rogues in 168澳洲幸运5开奖网:Dungeons & Dragons have a ton of tools in their collective arsenal. They're adept at picking locks, picking pockets, and sneaking around with their impressive stealth skills. What if we told you that they can add their brains to their bags of tricks?
Soulknife rogues can conjure blades made out of psychic energy. They can also communicate telepathically with the rest of their party members, read minds, and stun their foes. Later abilities even allow them to teleport. If the dice aren't working in their favor, they can use their Psionic Power to change the outcome in their favor. That's only the beginning.
Best Species For Soulknife Rogues
Almost any species in Dungeons & Dragons has the potential to make a good soulknife rogue, however, some lend themselves better 🐼to it than others. Here are a few species whose innate skills will help you make the most out of this clas🃏s.
Species |
Description |
Feral Tiefling |
Feral tieflings have darkvision, which is helpful when you're skulking about in unlit areas. They also have the ability to cast magical darkness. Since even those with darkvision can't see through it, this is the perfect recipe for quick getaways. You'll get the Thaumaturgy cantrip, which will work nicely with your rogue abilities, and if you're hit during a fight, you can respond with a Hellish Rebuke. |
Goblin |
While you may not associate goblins with big brain energy, they do have some impressive traits that make them good rogues. For example, they can deal extra damage to creatures that outsize them. |
Ghostwise Halfling |
Ghostwise halflings are nimble creatures that come with an innate telepathic ability. Not only does this ability fit the theme of the class, but it also meshes well wiꦏth some of the features that you get a📖s a soulknife rogue. |
Kenku |
Being a kenku will give you two extra skill proficiencies to work with. It will also allow you to give yourself advantage on skills that you're proficient in. These features will let you make the most out of the soulknife rogue's Psi-Bolstered Knack ability. |
Soulknife Rogues Class Features Overview
Playing a soulknife rogue, you gain access to your Psionic Power die at level three. This ability will give you a dice pool that's double your proficiency bonus. You can expend these die t💯o perform actions such as your Psi-Bolstered Knack abilitꦛy.
- If you fail a check, Psi-Bolstered Knack will let you use one of your Psionic Power Die to make a re-roll. You'll only expend the die if the new result makes you pass the check. That means you have very little to lose and everything to gain.
- You can also use your Psionic Power Die to create a telepathic connection between yourself and a number of allies equal to your proficiency bonus. The number you roll on your power die indicates the number of hours you can keep the connection open.
- Level three is also when you gain access to your Psychic Blade. On a successful hit, your blade will hit your opponent for 1D6 + your ability modifier. As a bonus action, you can create a second blade and attack again. This time it will only do 1D4 damage + your ability modifier.
- At level nine, you'll get your Sonic Blade. This will give you the Homing Strikes ability. On a failed attack, you can roll one of your Psionic Power Die and add the result to the attack. You'll only use up your die if this turns your fail into a success.
- Another ability you'll get at level nine is Psychic Teleportation. Roll one of your Psionic Power Die, and multiply the result by 10. This is how many feet you can throw your Psychic Blade. After tossing the blade, you can teleport to the spot where it lands.
- At level 13, you can use your Psychic Veil ability to turn yourself invisible. This feature is valuable for any rogue who spends their time skulking about. You can use it to infiltrate a building without being seen or make a quick getaway.
- Rend Mind forces opponents to make a Wisdom Saving throw when you perform a successful sneak attack on them. On a failed save, the target becomes stunned for a minute. They can make rolls on their turn to attempt to snap out of it.
Best Ability Scores For Soulknife Rogues
As is the case for all rogues, Dexterity is the most important stat for the Soulknife build. Despite the blades being somewhat magical in nature, Intelligence is one of your dump stats, That is unless you're going with an investigator-type rogue.
Putting points into your Wisdom score will make your character more perspective. This will keep you on your toes when you're sneaking around. You can dump Charisma unless you want to be the rogue with the silver tongue. Using your Psychi🍰c Knives will put yo🌠u up close to most opponents.
Putting some of your points into Constitution score will let you tank a few hits before going down. Strength is a dump stat. In most instances, your ability scores should look something like this when you're starting out.
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
8(-1) |
15(+2) |
14(+2) |
12(+1) |
13(+1) |
10(+0) |
Recommended Feats For Soulknife Rogue
Certain feats are a recommended staple for most rogue builds. The great thing about playing a Soulknife rogue is that it has enough utility that you can forego the recommended in favor of getting a 🐼little more fun and creative.
Magic Initiate |
Magic Initiate will allow you to pick two cantrips and a 1st level spell from the druid, wizard, cleric, warlock, bard, or sorcerer list. Your spell-casting ability will depend on the class. For example, if you were to choose a warlock spell, it would be Charisma. A few recommended spell options are Mage Hand, Disguise Self, Encode Thoughts, and Unseen Servant. |
Lucky |
The Lucky feat will give you the chance to reroll your failed ability checks and attack rolls. This will let you save your Psionic Power Die for a rainy day. |
Fey Touched |
Taking the Fae Touched Feat will improve your Intelligence, Charisma, or Wisdom score by 1. You'll also gain the ability to use Misty Step and learn a 1st-level spell from the enchantment or divination school of magic. |
Telekinetic |
The Telekinetic feat will allow you to build on your telepathic abilities even further. It's important to note that if you decide to take the Magic Initiate feat, you shouldn't choose Mage Hand as one of your spells because Telekinetic will give it to you. |
Shadow Touched |
Shadow Touched will increase your Intelligence, Charisma, or Wisdom score by one. You'll also gain the ability to cast invisibility and learn any 1st-level spell of your choice as long as it's from the necromancy or illusion school of magic. |
Mage Slayer |
The Mage Slayer feat will allow you to use a reaction to make a melee attack when a creature within 5 feet of you casts a spell. Mage Slayer and the Invisibility spell make a potent combination. |
By combining Mage Slayer and invisibility, you can catch a spell caster off guard. They won't see your dagger coming. As a bonus action, Telekinetic will allow you to shove a ജcreature that gets too close to you. You could also sꦑhove them off a ledge.
Having access to Misty Step via the Fae Touched feat will give you some control over the battlefield. If one of your comrades is flanking an enemy, you can Misty Step in to get in on the action with a Sneak Attack or you can Misty Stꦆep out of a group of enemies if need be.