3rd level — Psionic Power

Gain Psionic Energy Dice. Psi-Bolstered Knack can improve failed proficient ability checks, while Psychic Whispers creates temporary telepathic communication with selected creatures.

3rd level — Psychic Blades

When you take the Attack action, manifest a finesse, thrown psychic blade for the attack. After attacking with it, you can make a second smaller Psychic Blade attack as a bonus action if your other hand is free.

9th level — Soul Blades

Homing Strikes can add a Psionic Energy Die to a missed Psychic Blade attack, while Psychic Teleportation converts a die into teleportation distance.

13th level — Psychic Veil

Become invisible for up to an hour under the feature's restrictions, with a free use and additional access through Psionic Energy.

17th level — Rend Mind

After dealing Sneak Attack with a Psychic Blade, attempt to stun the target with a Wisdom saving throw; repeated use beyond the free use costs multiple Psionic Energy Dice.

How the features work together

The subclass ties Rogue reliability to a flexible psionic resource. Psi-Bolstered Knack protects key skill checks, Homing Strikes can rescue an important missed Psychic Blade attack, and Psychic Teleportation converts the same pool into mobility. Because Psychic Blades qualify for Sneak Attack, the psionic system strengthens the normal Rogue game plan instead of replacing it.