Soulknife, 2nd Variant (5e Class)

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Soulknife


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

A soulknife is all about options! When they get into combat they can focus on doing many things to fight off enemies or protect allies. what makes a soulknife a great addition to any party is their strong crowd control powers that allow them to stop enemies in their tracks!

Creating a Soulknife

When creating a soulknife character, think about where your character comes from and his or her place in the world. Most soulknife's are trained in special monasteries created by their Githzerai masters, others discover their power by themselves. Talk with your DM about an appropriate origin for your soulknife. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a world full of psionic beings? Recommended background: Far Traveler or Hermit.

Class Features

As a Soulknife you gain the following class features.

Hit Points

Hit Dice: 1d8 per Soulknife level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Soulknife level after 1st

Proficiencies

Armor: Light armor and shields
Weapons: Simple weapons and short swords
Tools: none
Saving Throws: Dexterity and Intelligence
Skills: Choose three from Arcana, Athletics, Deception, Insight, Performance, Sleight of Hand, Stealth and Perception

Equipment

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

  • (a) a short sword and a shield or (b) 2 simple melee weapons
  • (a) Padded leather and a short bow with 20 arrows or (b) Studded leather
  • 10 darts
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 5d4 * 10 starting wealth in funds.

Table: The Soulknife

LevelProficiency
Bonus
Features
1st+2Soulknife DC, Mind Blade, Soul Sight
2nd+2Psychic Strike, Soul Points
3rd+2Soulknife Archetype
4th+2Ability Score Improvement
5th+3Extra Attack (1), Soul Weapon
6th+3Enhanced Mind Blade +1
7th+3Soulknife Archetype feature, Speed Of Thought, Psychic Strike improvement
8th+3Ability Score Improvement
9th+4Psychic Assault, Shatter Strike
10th+4Mind Barrier
11th+4Soulknife Archetype feature, Enhanced Mind Blade +2, Extra Attack (2)
12th+4Ability Score Improvement, Psychic Strike improvement
13th+5Soul Sever
14th+5Phantom Knife
15th+5Shatter Strike improvement
16th+5Ability Score Improvement
17th+6Soulknife Archetype feature, Enhanced Mind Blade +3
18th+6Knife to the Soul, Psychic Strike improvement
19th+6Ability Score Improvement
20th+6Mind Over Body

Class Features


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Soulknife DC

Your Soulknife DC is equal to 8 + your Intelligence Modifier + your Proficiency Bonus

Mind Blade

As a bonus action, you can create a semisolid blade composed of psychic energy distilled from your mind. You can only have one of these blades at a time. The blade is identical in all ways (except visually) to a shortsword. The Mind Blade glows phosphorescently in the color of your soul, and sheds dim light in a 5 feet radius. You use your Intelligence modifier for attack and damage rolls made with this weapon. The blade lasts until you dispel it as a bonus action or it is forcefully removed from your grip/possession. You may throw your Mind Blade as a ranged weapon with a range of 30/60 feet. Whether or not the attack hits, the mind blade then dissipates.

Starting at 3rd level, your Mind Blade counts as magical for purposes of overcoming resistance and immunity and you can have up to two blade and wield both if you so choose.

Soul Sight

Your eyes have become attuned with the spiritual world. While in darkness or at night, your eyes now glow in the color of your soul. You can see the glow of others souls which appear as glowing outlines around their body. You can see the glow of their soul in any lighting except magical darkness. You cannot see this glow if they are obscured by thick walls or large objects as thick as at least 1 foot. Though you can see the souls of creatures faintly, this sight does not give you the ability to automatically discern if something is an illusion or not, instead it gives you advantage on Intelligence (Investigation) Checks to discern if an illusion of a living creature is real or not.

Different creatures have different color souls, check the following list below for types.

Aberrations

Dark Purple: Aberrations are utterly alien beings as are their souls.

Beasts

White: Beasts have simple spirits that are easy to see.

Celestial

Gold: An celestials soul shines a bright golden colour and can often be blinding.

Constructs

Varies: Depending on the type of construct and how it was created some can have souls while others cannot.

Dragons

A dragon's soul is the color of its alignment.

Platinum: Good Dragons

Crimson Red: Evil Dragons

Elementals
An elemental's soul resembles the plane from which it hails from.

Fiery Red: Often making the fire elemental looking bigger then it is, its soul is as a burning flame. Flowing Blue: Flowing like a river, a water elementals soul always seems to be in motion. Gusting White: Similar to the soul of a beast though it seems to be constantly flowing in a gust of wind. Rambling Brown: An earth elementals soul is strange in comparison to other creatures souls. Though it seems solid it constantly seems to be shifting within itself.

Fey

Twilight: It always seems like a fey's soul is as the setting sun.

Fiends

Black: A fiends soul is a scary thing to gaze upon, it is as black as the darkest night.

Giants

Dark Grey: a giants soul is a very dark grey that shows off their strength.

Humanoids

Pale Blue: most humanoids souls are pale blue but sometimes their emotions can cause a soul to become darker(sadness, anger and stress) or even brighter(happiness, comfort and pleasure).

Monstrosities

Varies: depending on the origin of the monstrosities depends what colour it soul will be, it if often a mixture of multiple souls.

Oozes

No Colour: Oozes tend not to have souls unless a wizard has decided to create one with a soul.

Plants

Pale Green: plant life in general do not have a soul instead they share a conscious of primal energies that can be seen as a soul.

Undead

No colour: as most undead do not have souls, in the case that they do it is the colour of the creature type it used to be. As an action, you can also faintly sense living creatures that are not behind total cover within 60 feet of you until the end of your next turn. You do not know the type nor the identity of any being whose presence you sense. You have an amount of uses equal to your Intelligence Modifier + 1. You regain all uses this at the end of a short rest.

Psychic Strike

At 2nd level, you gain the ability to infuse your weapon strikes with destructive psychic energy. Once per turn, when you hit a creature with an attack, the attack deals an extra 1d6 psychic damage to the target. The damage increases when you reach 7th level to 2d6, 12th level to 3d6, 18th level to 4d6.

Soul Points

At 2nd level, your body can now use its soul more efficiently. You gain the ability to use Soul Points. Your Soul Points is determined by 8 + your intelligence modifier + your proficiency bonus

You can spend these points to use various features.

Soulknife Archetype

At 3rd level, you choose an archtype that you strive to emulate: Soul Shaper or Seeker, both detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th and 15th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at level 11.

Soul Weapon

Starting at 5th level, you can take a hour during your long rest to fuse a magic weapon you are attuned to into your soul to make it your Soul Weapon. Your Soul Weapon can only manifest as the weapon it was originally and you gain proficiency with it if you don't already. You can only have one magic weapon fused at a time and if you were to attempt to fuse another, the previous becomes defused. This soul weapon does not count towards the number of summoned weapons.

Enhanced Mind blade

Starting at 6th level, your mind blades gains a bonus of +1 to attack and damage rolls. This feature increases to a +2 at level 11 and a +3 at level 17.

Speed of Thought

Starting at 7th level your ability to react and to perceive movements of the world around you grants you a 10ft bonus to your movement speed. You can do the following:

item1a= When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. item2a= You can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing


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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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