Preface

Psionics, in its simplest form, is harnessing the power of the mind and using it to perform tasks, feats, and awe-inspiring acts. It is the act of using the mental power innate in a psionic character to perform actions that others deem impossible.

While all characters have the capacity to harness this power of the mind, it is only by tapping into this potential that psionic characters are created. A psionic character has learned to tap into and utilize this internal energy, using it to expand their abilities or even to learn more about themselves. Once a psionic character has learned this pathway of psionics, it often becomes a path they cannot help themselves from further exploring. Like a moth drawn to a flame, so too is the mind drawn to the power of psionics once it has learned to tap into it.

Conversion

I have spent a month converting Psionics from Pathfinder. See Psionic Powers for a complete list of over 200 powers.

Please let me know if you have any feedback on the psionic system, this class, or any powers. I'm more than willing to make adjustments.

/u/Kryxx or Kryx on giantITP and enworld. giantITP thread, EnWorld thread.

Soulknife

Never caught unarmed, the soulknife is the literal interpretation of using the power of the mind as a weapon. Creating a soul weapon is the core of the soulknife, and with it, the soulknife is a deadly combatant. Versatile and varied, the soulknife can be found in all shapes and sizes, wielding weapons unique to the wielder and customized to fit the needs of the soulknife. Fluid in function, the soulknife has mastered how to alter its soul weapon to fit the situation, bringing power and versatility into any combat.

The Soulknife
Level Proficiency
Bonus
Features Talents
Known
Powers
Known
Psi
Points
Psi
Limit
1st +2 Psionics, Form Mind Weapon 2 2 4 2
2nd +2 Fighting Style, Psychic Strike 2 3 5 2
3rd +2 Soul Path, Psionic Resilience 2 3 6 2
4th +2 Ability Score Improvement 2 5 10 2
5th +3 Extra Attack 2 6 14 3
6th +3 Interposing Weapon 2 7 15 3
7th +3 Soul Path feature 2 8 17 3
8th +3 Ability Score Improvement 2 9 22 3
9th +4 2 10 27 5
10th +4 Psychic Charge 3 10 29 5
11th +4 Extra Attack 3 11 32 5
12th +4 Ability Score Improvement 3 11 35 5
13th +5 3 12 38 6
14th +5 Absorbing Weapon 3 12 41 6
15th +5 Soul Path feature 3 13 44 6
16th +5 Ability Score Improvement 3 13 50 6
17th +6 3 14 57 7
18th +6 Cosmic Awareness 3 14 60 7
19th +6 Ability Score Improvement 3 15 64 7
20th +6 Soul Path feature 3 15 70 7

Class Features

As a soulknife, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per soulknife level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per soulknife level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: None
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from: Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Psionics, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack

Psionics

As a being who has begun to unlock the potential of their mind, you are able to tap into a type of energy known as psionics. Channeling them through your body and into the world, psionics are able to grant you supernatural powers. Unlike normal spellcasting, which requires interaction with a weave or outside source of magic, psionics are powered by your own mind and body.

Psionic Talents

A psionic talent is a minor psionic effect you have mastered. At 1st level, you know three talents of your choice from the soulknife power list. You learn additional soulknife talents of your choice at higher levels, as shown in the Talents Known column of the Soulknife table.

Psi Points

You have an internal reservoir of energy that can be devoted to the psionic powers you know. This energy is represented by psi points. Each psionic power describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.

The number of psi points you have is based on your soulknife level, as shown in the Psi Points column of the Soulknife table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum after you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to manifest a psionic power. The limit is based on your soulknife level, as shown in the Psi Limit column of the Soulknife table. For example, as a 5th-level soulknife, you can spend no more than 3 psi points on a power each time you use it, no matter how many psi points you have.

Powers Known of 1st Level and Higher

You know three 1st-level powers of your choice from the soulknife power list.

The Powers Known column of the Soulknife table shows when you learn more soulknife powers of your choice. Each of these powers must cost a number of psi points equal to or less than your psi limit. For instance, when you reach 3rd level in this class, you can learn one new power that costs 2 or 3 psi points.

Additionally, when you gain a level in this class, you can choose one of the soulknife powers you know and replace it with another power from the soulknife power list, which also must cost a number of psi points equal to or less than your psi limit.

Psionic Ability

Intelligence is your psionic ability for your soulknife powers, since your ability to manifest powers depends on your creativity and imagination. You use your Intelligence whenever a power refers to your psionic ability. In addition. you use your Intelligence modifier when setting the saving throw DC for a soulknife power you manifest and when making an attack roll with one.

Psionic save DC = 8 + your proficiency bonus +
your Intelligence modifier

Psionic attack modifier = your proficiency bonus +
your Intelligence modifier

Form Mind Weapon

At 1st level, you learn how to form semi-solid weapons composed of psychic energy distilled from your own mind. As a bonus action, you can form mind weapons in your empty hands. You can choose the form that these weapons takes each time you create it:

  • a simple or martial melee weapon
  • two simple or martial melee weapons
  • a simple or martial melee weapon and a shield (equipped)
  • claws, fangs, spines, horns, or different natural weapons
  • a mind bolt
  • two small mind bolts

If you summon a simple or martial melee weapon see chapter 5 of the Player's Handbook for weapon statistics.

If you summon natural weapons your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action and attack with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. You must not be wielding a shield.

If you summon a mind bolt treat it as a two-handed weapon. It has a range of 150/600 ft. and deals 1d10 piercing damage. If you summon two small mind bolts treat them as light weapons. They have a range of 30/120 ft. and deal 1d6 piercing damage.

You are proficient with your mind weapons while you wield them. Your mind weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Once you have formed a mind weapon, you can't be disarmed of that weapon unless you are incapacitated. Your mind weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Mind Bolt Expert (Feat)

Thanks to extensive practice with forming mind bolts, you gain the following benefits:

  • You can reform the same mind weapon configuration as part of an attack Action, allowing you to throw multiple mind daggers or shoot multiple mind bolts on the same turn.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack a small mind bolt.

Design Note: I would recommend making the two small mind bolts follow the normal TWF rules (allow TWF to use ranged weapons), negating the need for the 3rd feature in the feat. Above is presented to align with RAW.

You can transform one magic weapon into your mind weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon is absorbed into you, and you can form it whenever you form your mind weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your mind weapon if you die, if you perform the l-hour ritual on a different weapon, or if you use a l-hour ritual to break your bond to it. The weapon appears at your feet when the bond breaks.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you m ake with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. Additionally your natural weapon mind weapons deal 1d8 damage.

Design Note: TWF lacks in damage compared to other styles. Giving the ability score by default and having the fighting style give the larger size from Dual Wielder helps this problem

I recommend rewording the TWF rules as such:

Two Weapon Fighting When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You can draw or stow two light weapons when you would normally be able to draw or stow only one. If you have the Extra Attack Class Feature at level 11 you can make two attacks with the different light weapon that you're holding in the other hand.

Psychic Strike

Starting at 2nd level, once per turn when you hit a creature with your mind weapon, you can expend psi points to imbue your mind weapon with destructive psychic energy, in addition to the weapon's damage. The extra damage is 1d8 psychic damage per psi point expended, to a maximum of your psi limit.

You can enhance your psychic strike with one of the following options. You cannot choose multiple options and you cannot expend a total number of psi points beyond your psi limit when using psychic strike.

Dissolving Strike. If you spend 1 psi point, the damage becomes acid damage and the target takes 2d8 damage at the end of its next turn.

Entangling Strike. If you spend 2 psi points your mind weapon excretes ectoplasm which restrains the target who must make a Strength saving throw. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), the target is retrained. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the ectoplasm melts away.

While restrained by this, the target takes 1d6 bludgeoning damage at the start of each of its turns. A creature restrained by the ectoplasm or one that can touch a creature can use its action to make a Strength (Athletic) or Dexterity (Acrobatics) check against your psionic save DC. On a success, the target is freed.

Freezing Strike. If you spend 1 psi points, the damage becomes cold damage and the target must make a Constitution saving throw. On a failure, the target's speed is halved for 1 minute. At the end of each of its turns, a target can repeat the saving throw, ending the effect on a success.

Knife to the Soul. If you spend 2 psi points, the target must succeed on a Wisdom saving throw or have disadvantage on attack rolls and ability checks it makes before the end of its next turn.

Marking Strike. If you spend 1 psi points, the target must succeed on a Wisdom saving throw, or it has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Menacing Strike. If you spend 2 psi points, and the target must succeed on a Wisdom saving throw or it is frightened of you until the end of your next turn.

Proximity Strike. If you spend 3 psi points, the damage becomes force damage and if the target is with 60 feet of you it must succeed on a Charisma saving throw or be teleported to a space within 5 feet of you.

Searing Strike. If you spend 1 psi points, the damage becomes fire damage and the target catches fire. For 1 minute while on fire at the start of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the target douses the flames. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the flames are doused.

Shocking Strike. If you spend 1 psi points, the damage becomes lightning damage and the target can't take reactions until the start of its next turn.

Thundering Strike. If you spend 1 psi points, the damage becomes thunder damage and the target must make a Strength saving throw or be pushed 15 feet. Large or larger creature has advantage on this saving throw.

Transposing Strike. If you spend 2 psi points, the damage becomes force damage and if the target is with 120 feet of you it must succeed on a Charisma saving throw or you swap positions with it.

Psionic Resilience

At 3rd level, you learn to use psionic energy to speed up your natural healing. When you use your psychic strike, you gain temporary hit points equal to your Intelligence modifier, provided that you have at least 1 hit point.

Soul Path

When you reach 3rd level, choose a path to adhere to.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Interposing Weapon

Starting at 6th level, when an attacker that you can see hits you with an attack while you are wielding a mind weapon or mind shield, you can use your reaction to halve the attack's damage against you.

Psychic Charge

At 10th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use psychic strike.

You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Absorbing Weapon

At 14th level, when a creature manifests a power or casts a spell that targets you or includes you in its area of effect while you are wielding a mind weapon or mind shield, you can use your reaction to absorb some of its power with your mind weapon. You have advantage on any saving throw or ability check associated with the power or spell and halve any damage you take from it for 1 round.

Cosmic Awareness

At 18th level, you gain a sixth sense. As an action, you enter a state of cosmic awareness. For 1 minute, or until you lose your concentration (as if you were manifesting a concentration power) you can't be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

Once you use this feature, you must finish a short or long rest before you can use it again.

Soul Knight

You have sworn an oath to your order, and in exchange you have been trained in mystic techniques that allow you to summon a weapon from beyond time and space, while protecting yourself with the power of your mind.


Blessed Soul

When you choose this path at 3rd level, you learn one psion talent of your choice.

Additionally, you gain proficiency with heavy armor.

War Psionics

Beginning at 7th level, when you use the Attack action, you may manifest a talent in place of one weapon attack.

Improved War Psionics

Starting at 15th level, when you use the Attack action, you may manifest a power with a manifesting time of 1 action or 1 bonus action in place of one weapon attack. You cannot use this feature in conjunction with War Psionics.

Cosmic Blessing

At 20th level, you add your Intelligence modifier to the damage of your mind weapons and talents while you are cosmically aware.

Psychoporter

You manipulate time and space to spin any situation to your advantage.

Wall Walker

Starting at 3rd level, you can alter gravity around you. On your turn you can spend 1 psi point to gain a climbing speed equal to your walking speed for 1 minute (no action required). While climbing in this way you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Expanded Power List

You can choose from an expanded list of powers when you learn a soulknife power. The following powers are added to the soulknife power list for you.

Psychoporter Expanded Powers
Power Level Powers
1st deja vu
2nd deceleration, delay response
3rd gravitational well, time hop
4th anchored navigation, banishment
5th passwall, upheaval

Lingering Echo

Starting at 7th level, once per turn when you hit a creature with a mind weapon you can bend the fabric of time by spending 2 psi points to have the attack repeat at the start of your next turn. The attack originates from the space you occupied when you made an attack and attacks at the space where the target was.

Time Regression

At 15th level, as an action, you can regresses time around yourself to the point along the time stream just prior to your previous turn. Reset your state to that moment, undoing any damage and removing any effect you gained since that moment.

Once you use this feature, you must finish a short or long rest before you can use it again.

Temporal Acceleration

At 20th level, as an action, you briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 2 turns in a row, during which you can use actions and move as normal.

This feature ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the feature ends if you move to a place more than 1,000 feet from the location where you used it.

Once you use this feature, you must finish a long rest before you can use it again.

Sources: Form Mind Weapon from Pact of the Blade (Warlock), Psychic Strike: Mix of Psychic Strike (Pathfinder Soulknife) and Divine Smite, Soul Knife from Eldritch Knight