Soulknife FAQ
How do Psionic Energy Dice and Psychic Blades work?
Soulknife uses two related but separate systems. Psionic Energy Dice fuel abilities such as Psi-Bolstered Knack, Psychic Whispers, Homing Strikes and Psychic Teleportation. Psychic Blades are manifested weapons used through the Attack action; the first blade deals 1d6 psychic damage and can enable a 1d4 bonus-action blade attack. The blades do not normally cost Psionic Energy Dice.
Psionic Energy is the resource pool
The number of dice is tied to proficiency bonus and the die size increases with Rogue level. The pool refreshes on a long rest, with the subclass also having a limited way to recover one die between long rests.
Psi-Bolstered Knack is failure insurance
When you fail a proficient ability check, you can roll a Psionic Energy Die and add it. The die is expended only if the new total succeeds, making the feature unusually resource-efficient.
Psychic Whispers is communication
The feature links the Soulknife telepathically with chosen creatures for a rolled duration. It is useful during scouting, infiltration and split-party coordination.
Psychic Blades are not a die expenditure
The weapons are manifested as part of attacks. The main blade uses a d6 damage die and the optional bonus-action blade uses a d4. Both deal psychic damage and use the subclass's weapon rules.
Soul Blades improve reliability and mobility
At 9th level, Psionic Energy can turn a near miss into a hit or become teleportation distance. This makes the same resource relevant to combat accuracy and movement.