Soulknife Class Guide: Mindblade Mastery
Soulknife Class Guide: Mindblade Mastery
Soulknife
A woman clad in light leather stands alone before a troll,
seemingly unarmed. With a thought, a blade of glowing silver
wreathed in purple energy leaps to her hand from nowhere -
just in time to parry an incoming blow. The monster reels,
swinging again, and the woman lunges back, carving a hole in
the fabric of the world to make her escape. An instant later,
she re-appears in a final cut, and the crackling blade carves
through the neck of the beast.
An unarmed elf is confronted by a pair of orcs, who
advance menacingly. He grins, and dozens of wickedly-sharp
knives spiral around him, blades hovering in midair. Both
orcs scream as a pair of those jagged shards impale them and
discharge psionic power, burning their eyes out from within.
These are soulknives: powerful warriors who make use of a
unique weapon known as a Mindblade. Summoned by an act
of will, the Mindblade is a physical manifestation of a
soulknife's determination and aptitude in battle.
Master of the Mindblade
Each Mindblade is unique, as it reflects the soulknife who
manifests it. While they can take any form, most are clearly
otherworldly - many glow with sinister energies, shine with
radiant power, or seem to pull at the eye like a hole in the
world. Those that appear seemingly ordinary often react
strangely to things like heat, light, darkness, or freshly-shed
blood.
Mindblades come in multiple varieties, and each operates
in very different ways. Most come directly from the mind of
the wielder, but others are gifted or loaned, and may come at
a high price. The four outlined here include the Focused
Blade, which forms a more traditional melee weapon, the
Divine Instrument, which calls an exotic, god-gifted weapon,
and the Fractured Edge, which manifests as a floating swarm
of blades or a bow of assembled shards. Finally, the Ebon
Lurk acts as a fearsome thief of lives and faces; a deadly
assassin with supernatural psionic powers.
CLASSES | SOULKNIFE 1
Psychic Warriors
The Soulknife While the Mindblade is a formidable weapon alone, the true
Psionic Maximum
power of the soulknife comes from their ability to empower
Proficiency Prowess Uses per themselves with psychic energy. They can use this psychic
Level Bonus Features Points Round energy to perform impossible feats and devastating attacks as
well as more utilitarian actions. These alternative uses are
1st +2 Mindblade
Expression
- - known as Blade Techniques, and come in a variety of forms.
Over time, they can even learn to carve through reality itself,
2nd +2 Psionic Prowess 2 1 and teleport around the battlefield to deliver punishing blows.
3rd +2 Blade Technique, 3 1
Mindblade Creating a Soulknife
Expression feature
When creating a soulknife, consider a few important
4th +2 Ability Score 4 1 elements. First, how did they gain their abilities? Were they
Improvement trained formally at a school, instructed under a master, or
5th +3 Extra Attack 5 1 awakened by some event? Is there an emotion or state of
6th +3 Rend Strider 6 2
mind that they associate more closely with their Mindblade?
Next, consider the style of their Mindblade - what does it
7th +3 Blade Technique 7 2 look like? Is it wicked and barbed, or pure and clean? Does it
8th +3 Ability Score 8 2 appear more conventional, or is it barely recognizable as a
Improvement weapon? These are important to consider, as the Mindblade
9th +4 Mental Utility, 9 2
shows something of the heart of the soulknife.
Blade Technique
Quick Build
10th +4 Mindblade 10 2 You can rapidly create a soulknife by following these
Expression feature suggestions. First, make Strength or Dexterity your highest
11th +4 Ever-Adaptable, 11 3 ability score, depending on whether you'd like to focus on
Blade Technique larger weapons or lighter ones. Your second highest should
(2) be Constitution, followed by Intelligence. Second, choose the
12th +4 Ability Score 12 3 Soldier background. Then, select the Focused Blade
Improvement Expression.
13th +5 Blade Technique 13 3
14th +5 Mindblade 14 3 Class Features
Expression feature As a soulknife, you gain the following class features:
15th +5 Knife to the Soul, 15 4
Blade Technique Hit Points
(2) Hit Dice: 1d8 per soulknife level
16th +5 Ability Score 16 4 Hit Points at 1st Level: 8 + your Constitution modifier
Improvement Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
17th +6 Rend Reaper 17 4 modifier per soulknife level after 1st
18th +6 Blade Technique 18 4 Proficiencies
19th +6 Ability Score 19 4
Armor: Light armor
Improvement Weapons: Simple weapons, martial weapons
Tools: None
20th +6 Soulknife 20 5
Ascendant Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Stealth,
Arcana, Insight, Perception, and Intimidation
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a dungeoneer's pack or (b) a burglar's pack
(a) leather armor or (b) scale mail and a shield
2 CLASSES | SOULKNIFE
Mindblade Expression
At 1st level, a select a Mindblade Expression. This will
determine the shape and properties of your Mindblade, as
well as the effects of Imbuement. Your choice will also grant
you additional features at 3rd, 10th, and 14th level.
Psionic Prowess
At 2nd level, you gain a pool of Psionic Prowess points equal
to your soulknife class level. You can only use a certain
number of points each round, as indicated in the maximum
points per round column; this number resets at the start of
each of your turns.
You can use 1 point per round at 2nd level, and this
increases to 2 points at 6th level, 3 points at 11th level, 4
points at 15th level, and 5 points at 20th level.
Psionic Prowess points are recovered after a short or long
rest.
Psychic Strike
At 2nd level, you learn to psychokinetically burn your
enemies. Whenever you hit an enemy with your Mindblade,
you can choose to unleash damaging psychic energy into the Rend Strider
target, expending one point of Psionic Prowess. Each Psychic
Strike deals 1d6 psychic damage at 1st level, and this damage At 6th level, you’ve learned to carve through space and time
increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at by focusing your Mindblade. In place of all movement during
17th level. your turn, or as an action, you can expend one point of
Psionic Prowess to teleport up to 5 feet per Soulknife level to
Psionic Abilities a location of your choosing - if you cannot arrive within 5 feet
of the specified location, you instead take 1d12 force damage
Some soulknife class features and Blade Techniques call for and the attempt is wasted.
saving throws. Use 8 + your Intelligence Modifier + your
proficiency bonus to determine the save DC. If it requires a Mental Utility
spellcasting attack roll, use your proficiency bonus + your
Intelligence modifier. At 9th level, you have learned to shape your Mindblade into
useful objects, tools, and other ordinary devices that weigh
Blade Technique less than 10 lbs. and cost less than 10 gp. Some things may
be beyond your talents, at the DM's discretion. As an action,
At 3rd, 7th, 9th, 11th, 13th, 15th, and 18th levels you learn you can also transform your Mindblade into a 50-foot rope
special psionic actions called Blade Techniques. You learn with grapnel, a 10-foot ladder, or a 5-foot square one inch
one technique at 3rd, 9th, 13th, and 18th level, and you learn thick that can be used as cover - any of these will vanish after
two at 7th, 11th, and 15th level. Whenever you gain a one minute if you stop touching them or immediately if you
soulknife level, you can exchange one Blade Technique for resummon your Mindblade. The square has 10 AC,
another that you meet the prerequisites for. resistance to non-magical damage, and has hit points equal to
twice your Soulknife level. Additionally, you gain proficiency
Ability Score Improvement in one set of tools, and can create them using this feature.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Ever-Adaptable
by 2, or you can increase two ability scores of your choice by At 11th level, once per long rest, you can use autohypnotic
1. As normal, you can't increase an ability score above 20 meditation to forget up to three of your known Blade
using this feature. Techniques and replace them with ones you don't know. You
can't increase your total techniques known with this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, Knife to the Soul
whenever you take the Attack action on your turn. At 15th level, you’ve learned how to cause your Psychic Strike
to cut directly into the mind of a creature. When expending
Psionic Prowess to deal damage using Psychic Strike, you
can instead choose to impose one of the following ailments
for one round. This can only be used once per round per
target. Targets immune to psychic damage are immune to
this effect.
CLASSES | SOULKNIFE 3
Spellscour: The target suffers disadvantage on their next Focused Mindblade
spell attack roll, or your allies have advantage against the The soulknife can conjure a unique melee weapon, known as
target's next spell that requires a saving throw. a Mindblade, into an available hand whenever they could
normally draw a weapon. The Mindblade deals either
Frailmind: The target suffers disadvantage on their next bludgeoning, slashing, or piercing damage, chosen each time
Wisdom, Charisma, or Intelligence saving throw. it is conjured. It can appear as any type of melee weapon,
Shatterbrain: When the target attempts to cast a spell, dealing damage equal to that weapon and gaining any other
they take damage equal to twice your Psychic Strike special properties inherent to that weapon type. The weapon
damage before the spell is cast. They are aware of this type cannot be selected when summoned – instead, it is
effect. selected by using the Imbuement feature. If you release your
grip on the Mindblade, it will dissipate within seconds,
making it impossible to give away. Throwing a Mindblade is
Rend Reaper possible, but it will dissipate after the attack.
At 17th level, you can expend all your remaining points of The Mindblade does not normally count as a magical
Psionic Prowess for this round as an action to teleport weapon for the purposes of resistance and immunity to
multiple times around the battlefield, and make a number of nonmagical attacks and damage. Additionally, Mindblades
single attacks with your Mindblade equal to the number of can still be summoned and used in antimagic fields, but lose
points expended minus one. You have advantage on these any magical properties granted by Imbuement.
attacks and can travel up to the maximum distance allowed For example, a Mindblade in the shape of a longsword
by Rend Strider between each attack. You can make these would deal 1d8 damage and have the Versatile property, but
attacks from any point you could reach with Rend Strider, but could deal bludgeoning damage. A Mindblade in the shape of
end the effect at the last place you attacked from. a glaive would deal 1d10 damage and have the Heavy, Reach,
and Two-handed properties, but could deal piercing damage.
Soulknife Ascendant Mindblade Imbuement
At 20th level, your Mindblade can cut both the body and soul The Focused Blade soulknife can change the type of weapon
of an enemy. Whenever you use Knife to the Soul, you can that the Mindblade resembles, and adding additional abilities
also choose from the following ailments. to it, through a process called Imbuement.
Imbuement can be performed during a long rest, and
Heartbreaker: The target suffers disadvantage on their allows you to select a new weapon type for the Mindblade.
next Strength, Dexterity, or Constitution saving throw. This changes the damage and the additional properties of the
Lifetaker: Whenever the target takes Psychic damage, the Mindblade.
target takes the maximum possible psychic damage per Should you obtain a magical weapon, you can perform an
die. Imbuement that allows you to transfer the magical properties
of the weapon to your Mindblade.
Soulshaker: The target suffers disadvantage on their This can only be done with one weapon at a time – the host
attacks during their turn. weapon loses its magical properties until you perform the
Imbuement process again with a different magical weapon or
Additionally, whenever you roll for initiative and have no chose to relinquish the current bonuses while Attuning.
points of Psionic Prowess remaining, you regain a number of The Imbued magical weapon cannot be on a different
points equal to your Intelligence modifier, minimum 1. plane of existence, but need not be in your possession.
Should the weapon and you enter different planes of
existence (unless it is in a bag of holding or similar container
Mindblade Expressions on the same plane as you), the magical Imbuement stops
Different Soulknives manifest their Mindblades in different functioning after one hour and the link must be re-
ways. The Expression you choose determines the general established. If the original weapon is destroyed, the
form and function of your Mindblade. Imbuement effect is also lost.
Should you Imbue to a non-magical weapon made of a
Focused Blade special substance, such as silver, the weapon is consumed by
the Mindblade until you end the Imbuement.
The Focused Blade uses psychic energy to form melee For example, you can choose to Imbue to a Flaming
weapons and use them to devastating effect against their Longsword, but shape your Mindblade as a pike, causing it to
enemies. They learn to generate one or two incredibly stable act as a Flaming Pike, and its inherent damage type can be
Mindblades that can be Imbued to take on the powers of selected whenever it is summoned. The longsword would
magical weapons they find. become inert, losing its magical bonus temporarily.
Note that certain powerful artifacts or other unique
Medium Armor Proficiency magical weapons may be unavailable for Imbuement, at the
The Focused Blade trains for combat in a more conventional DM’s discretion.
manner, and has learned to wear medium armor to protect Weapons that require attunement must be attuned before
themselves against the dangers of close combat. At 1st level, you can Imbue them into your Mindblade.
you gain proficiency in medium armor and shields.
4 CLASSES | SOULKNIFE
Psychic Vampirism
At 14th level, you can now choose to expend a point of
Psionic Prowess to heal yourself whenever you deal damage
using Psychic Strike, restoring health equal to the amount of
damage Psychic Strike dealt. You can only do this once per
round.
Fractured Edge
Rather than create a single powerful Mindblade, the
Fractured Edge manifests dozens of blades that hover in a
swarm around them. Scorning melee combat, the Fractured
Edge propels the blades physically or psionically to wreak
havoc among enemies from afar.
Fractured Mindblade
The Fractured Edge can conjure a large swarm of ethereal
blades into being, known as a Fracture, and use them to
attack by throwing them psionically or physically at enemies.
The Fracture is summoned with an effort of will, which can
be done whenever you could ordinarily draw a weapon.
The weapons that make up the Fracture are known as
Mindblade Style shards, and can have any appearance you choose. As they are
At 1st level, you can select a Mindblade Style. Choose one of merely mental constructs, your Fracture can contain an
the following options: unlimited number of them - doing so provides no tangible
Refined Blade – When you roll a 1 or 2 on a damage die benefit, as they require careful focus to use effectively and
for an attack you make with your Mindblade, you can cannot be used for any purpose that a normal weapon with
reroll the die and must use the new roll, even if the new the same properties could not be used for.
roll is a 1 or 2. Your Fracture is a manifestation of two different types of
weapons at once – Light Shards and Heavy Shards.
Mental Shield: You gain the ability to summon a shield in Regardless of their appearance, each shard type deals
the same way as your Mindblade. The shield can be either blunt, piercing, or slashing damage, separately chosen
Imbued just like your Mindblade, but using magical when the Fracture is Imbued.
shields instead of weapons.
When a creature you can see attacks a target other than Light Shards can be used to attack targets up to 50 feet
you that is within 5 feet of you, you can use your reaction away and deal 1d4 damage.
to impose disadvantage on the attack roll. You must have Heavy Shards can be used to attack targets up to 20 feet
your shield summoned to use this feature. away and deal 1d8 damage.
Twin Blades – You gain the ability to summon a second Shards from the Fracture do not have a range increment –
Mindblade, and can summon both simultaneously. This either they can reach, or they cannot. When a shard flies out
Mindblade is Imbued separately from the first. of range, it vanishes due to insufficient connection with the
When you engage in two-weapon fighting, you can add wielder.
your ability modifier to the damage of the second attack. The Fracture does not normally count as a magical weapon
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. The Fracture functions
Psychic Deflection normally while in an antimagic field, but loses any magical
At 3rd level, you learn how to deflect and avoid damage by properties granted by Imbuement.
using your psychic abilities to toughen yourself. Whenever You can choose to use either Strength, Intelligence, or
you finish a long rest, choose either bludgeoning, slashing, or Dexterity when applying bonuses to attack and damage for
piercing damage. Until you choose a different one with this the Fracture.
feature, whenever you take damage of that type from an For all other purposes, the Fracture counts as a ranged
attack made with a non-magical weapon you can subtract weapon, but it cannot be removed from your possession by
your Intelligence modifier from the damage taken. conventional means and ignores the effects of being
underwater. When applying poisons, oils, and similar
Fast Shaping substances, you can apply a single dose to each shard type
At 10th level, your mastery over the form of your Mindblade and the substance lasts for the standard number of uses.
improves. As a bonus action, you can increase the reach of You cannot equip another weapon or use any similar object
your Mindblade by 5 feet for one round. Additionally, you can while the Fracture is summoned, but can equip and use
use an action to change the weapon type of the Mindblade, shields if you are proficient with them.
modifying damage and properties as normal.
If you have two Mindblades, you can change both with the
same action. Imbuement now can also be performed during a
short rest.
CLASSES | SOULKNIFE 5
Psionic Prowess is channeled through the Fracture as a For example, if you obtain a Flaming Longsword, you can
whole, and Psychic Strike can be triggered by a hit with any Imbue that to one of the Shards, creating a Flaming Heavy
of the weapons within it. Any reference to a Soulknife’s Shard that deals bludgeoning damage. If you obtain a +1
Mindblade also refers to the Fracture, unless specified. Dagger, you can apply that to another Shard, creating a +1
Light Shard that deals slashing damage.
Note that some powerful artifacts and unique magical
Fractured Imbuement weapons may be unavailable for Imbuement, at the DM’s
You can manipulate your Fracture’s composition and abilities discretion.
through a process called Imbuement. The process can be
performed during a long rest, and allows you to determine Fracture Style
the damage type you wish to associate with each shard Also at 1st level, you gain a Fracture Style, which reflects the
category – bludgeoning, piercing, or slashing. way you intend to fight using your Fracture. Choose one of
If you obtain a magical weapon, you can associate it with a the following options:
shard category within the Fracture through the Imbuement
process. This causes the weapon to temporarily lose the Shardswarm – Whenever an enemy enters the attack
magical effects it has, and the Shard you’ve chosen gains the range of a Light or Heavy Shard or moves at least 5 feet
effects instead. while within range, you can choose to use your reaction to
This remains in effect until you choose to associate the make a single attack with the appropriate shard against
weapon with a different shard category, Imbue a new weapon that enemy.
to that shard category, choose to relinquish the magical
effects during another Imbuement, or the original weapon is Expansive Fracture – The range on your Fracture
destroyed. The weapon does not need to stay in your increases: Light Shards can be used up to 180 feet and
possession, but if you and the weapon are located on different Heavy Shards can be used up to 45 feet. Additionally, you
planes of existence (unless it is in a bag of holding or similar gain a +1 to attack rolls with your Fracture.
container on the same plane as you), the effect fades after 1 Forceful Blades – Whenever an enemy is struck by an
hour. Should you Imbue to a non-magical weapon made of a attack from your Fracture, you can choose to push them
special substance, such as silver, the weapon is consumed by up to 5 feet horizontally in a direction of your choosing.
the Mindblade until you end the Imbuement. Weapons that
require attunement must be attuned before you can Imbue
them into your Mindblade. Shard Telekinetics
At 3rd level, you can perform basic actions with your
Fracture. You can cast mage hand, except the hand is made
of shards. Intelligence is your spellcasting ability for this
cantrip. This does not function in areas where magic does
not function.
Shard Cycling
At 10th level, you can now change the damage type each
shard category whenever you summon your Fracture.
Additionally, you can cycle the Imbuements associated with
each shard as an action, effectively swapping the Imbuements
between the shards. Finally, you can Imbue your shards
during a short rest.
Telekinetic Mastery
At 14th level, your control over your Fracture is unmatched.
You can use an action to cast Bigby's hand as a 5th level spell
by spending 3 Psionic Prowess points, but with the following
differences: The spell has a maximum duration of 3 rounds
and doesn't require verbal or material components. The hand
is formed by your Fracture, and you can't use your Fracture
for anything else during that time. Whenever the hand deals
damage, you can choose one set of Shards to apply
Imbuement bonuses from to the attack. Intelligence is your
spellcasting ability for this spell.
Divine Instrument
Unlike other Soulknives, Divine Instruments call upon the
power of a deity to grant them their Mindblade. They gain a
Mindblade that has a single fixed form, as it is an extension of
the will of their god. With time, they can learn to use it in
different ways, and to call upon more power from the sacred
artifact.
6 CLASSES | SOULKNIFE
Duality of Divinity: You gain the ability to summon a
Blade of Divinity second Mindblade, and can summon both simultaneously.
At 1st level, you learn to summon a fragment of divine This Mindblade is Imbued separately from the first. When
essence from your chosen deity. you engage in two-weapon fighting, you can add your
This weapon counts as a Mindblade for all class features, ability modifier to the damage of the second attack.
but it behaves differently than an ordinary Mindblade. Shield of Faith: You gain proficiency with shields. You
Firstly, the form of the Mindblade is fixed, and cannot be gain the ability to summon a shield in the same way as
changed without first petitioning your deity and making an your Mindblade. The shield can be Imbued just like your
appropriate offering determined by your DM. Divine Blade of Divinity, but using magical shields instead. When
Mindblades often take the shape of weapons that would not a creature you can see attacks a target other than you that
be feasible or even possible to wield by ordinary warriors. is within 5 feet of you, you can use your reaction to impose
To create a Blade of Divinity, perform the following steps. disadvantage on the attack roll. You must have your shield
1. Determine if it is a one-handed weapon or a two-handed summoned to use this ability.
weapon. If it is one-handed, it deals 2d4 damage. If it is
two-handed, it deals 2d6 damage. Finger of God: When you roll a 1 or 2 on a damage die
2. Choose one of the following damage types for the weapon: for an attack you make with your Mindblade, you can
bludgeoning, piercing, or slashing. reroll the die and must use the new roll, even if the new
3. If the weapon is one-handed, you can add the Finesse roll is a 1 or 2.
property and can also add either the Light property or the Wrath of the Storm: Your Blade of Divinity gains the
Versatile property (2d6 damage). Thrown property with a range of 30/60. Additionally, you
4. If the weapon is two-handed, you add the Heavy property, can summon your Mindblade as part of making an attack
and can also add either the Reach property or the Finesse with it. Finally, you can choose to count your Blade of
property. Divinity as a ranged weapon whenever you throw it.
The Blade of Divinity does not normally count as a magical
weapon for the purpose of overcoming resistance and Blessed Barrier
immunity to nonmagical attacks and damage. At 3rd level, you gain a bonus to your AC equal to half your
The Blade of Divinity functions normally while in an Wisdom modifier, rounded down. This feature ceases
antimagic field, but loses any magical properties granted by functioning while you have a shield equipped or if you are
Imbuement. wearing medium or heavy armor.
You can summon your Blade of Divinity in the same way
you would draw any other weapon, and dismiss it at any time. Holy Techniques
It vanishes if you fall unconscious or it leaves your grip; if Also at 3rd level, your soulknife abilities are powered by your
thrown, it vanishes after the attack. faith rather than your mind alone. You can choose to use your
Wisdom modifier rather than your Intelligence modifier when
Divine Imbuement determining your Blade Technique save DC, and for any other
Also at 1st level, you can learn to call upon your deity to soulknife class features that reference your Intelligence
empower your weapon with the magical properties of other modifier.
magical weapons in your possession. The price for this,
however, is high. During a long rest, you can petition to add Power of the Unseen
the magical properties of a weapon in your possession to that At 10th level, your deity empowers your attacks. When you
of your Blade of Divinity. Should your deity accept, the use Psychic Strike, you can choose to change the damage
magical weapon is completely consumed, and its former type to necrotic or radiant instead of psychic. Additionally,
magical properties are added to your Blade of Divinity. The whenever you deal radiant or necrotic damage to an enemy
same can be done with weapons that are made of a special using this feature, they cannot make opportunity attacks for
substance, such as silver. Weapons that require attunement one round.
must be attuned before you can Imbue them into your
Mindblade. Note that when adding magical properties, Embrace of the Deity
bonuses to attack and damage do not stack: only the highest At 14th level, you are suffused with the power of your god.
value is taken, and you must be separately Imbued to each Whenever you use Rend Strider, you and allies within 5 feet
additional weapon that requires Imbuement. of your destination recover hit points equal to twice your
Also, note that the DM has the final word on properties Wisdom Modifier. When you use Rend Reaper, you recover
added to your Mindblade using this feature, and may impose hit points equal to your soulknife class level.
additional restrictions on its use.
You can disable any set of magical properties and Ebon Lurk
requirements (such as attunement) added to your Blade of While many soulknives relish the joy of open combat, those
Divinity at any time, but only if they all originate from the who follow the shrouded path of the Ebon Lurk find
same weapon or weapons. themselves more often hidden in the shadows than on the
Divine Blade Fighting Style battlefield. Masters of disguise and subterfuge, they manifest
At 1st level, your connection with the Blade of Divinity a single Mindblade that can be overcharged with psionic
enables you to access the power of the weapon. Choose one energy, allowing them to deal incredible damage with a single
of the following options. blow.
CLASSES | SOULKNIFE 7
Shrouded Blade
At 1st level, you learn to manifest a Mindblade called a Mind Stealer
Shrouded Blade, which is a one-handed melee weapon that At 1st level, you can steal information directly from the mind
deals 1d6 force damage and has the light, finesse, and of your victims. Whenever you reduce an enemy to 0 hit
thrown (30/60) properties. You can manifest this weapon points, you can learn certain details from the subject's mind
anytime you would be able to draw a normal weapon, and can by spending one Psionic Prowess point. You can ask the DM
do so as part of making an attack with it. up to 3 questions, which they must answer fully to the best of
The Mindblade does not normally count as a magical the subject's knowledge.
weapon for the purposes of resistance and immunity to
nonmagical attacks and damage. Additionally, your Shrouded Shrouded Strike
Blade can still be summoned and used in antimagic fields, At 3rd level, you learn to exploit the vulnerabilies of enemies.
and does not lose any magical properties granted by Whenever you make an attack with advantage using your
Imbuement due to its unique nature - something feared by Mindblade and hit, you deal an extra 1d6 psychic damage.
wizards and psions alike. You don't need advantage on the attack roll if another enemy
of the target is within 5 feet of it, the enemy isn't unconcious,
Shrouded Blade Imbuement and you don't have disadvantage on the attack roll.
During a long rest, you can Imbue your Shrouded Blade to a
magical weapon, temporarily transferring the magical Liar's Techniques
properties of the item to the Mindblade. Also at 3rd level, your own devotion to your cause or creed
This can only be done with one weapon at a time – the host empowers your abilities. You can choose to use your
weapon loses its magical properties until you perform the Charisma modifier rather than your Intelligence modifier
Imbuement process again with a different magical weapon or when determining your Blade Technique save DC, and for any
chose to relinquish the current bonuses while Attuning. other soulknife class features that reference your Intelligence
The Imbued magical weapon cannot be on a different modifier. Additionally, you gain proficiency in Charisma
plane of existence, but need not be in your possession. (Deception).
Should the weapon and you enter different planes of
existence (unless it is in a bag of holding or similar container Face Thief
on the same plane as you), the magical Imbuement stops At 10th level, you learn to twist your features to match your
functioning after one hour and the link must be re- prey. Whenever you reduce a humanoid creature to 0 hit
established. If the original weapon is destroyed, the points using your Shrouded Blade, you can choose to
Imbuement effect is also lost. instantly adopt their appearance by expending 2 points of
If you Imbue to a non-magical weapon made of a special Psionic Prowess.
substance, such as silver, the weapon is consumed by the Your height, weight, facial features, the sound of your voice,
Mindblade until you end the Imbuement. Weapons that hair length, coloration, and distinguishing characteristics, if
require attunement must be attuned before you can Imbue any, change to match that of the creature. Your race also
them into your Mindblade. Note that certain powerful changes, although none of your statistics change. You can't
artifacts or other unique magical weapons may be use this to adopt the form of a creature of a different size than
unavailable for Imbuement, at the DM’s discretion. you are, and your basic shape stays the same.
This lasts until you choose to end the effect as an action.
You can only have one stolen form at a time, and you can
choose to re-assume it as an action. Your previous stolen
form is lost if you gain a new one.
Additionally, you can Imbue your Mindblade during a short
rest.
Cloud Mind
At 14th level, whenever you take the Hide action, you can
spend one Psionic Prowess point and target a creature within
30 feet. The target must make a Wisdom saving throw.
If they fail, and you are out of sight at the start of their turn,
they forget that they have seen you within the past minute. If
you were unknown to them before then, they are filled with a
strong sense of unease, and may decide that they were simply
imagining things.
If they were aware of you before then, they become
confused, and will attempt to search the area. If the target has
been attacked in the past minute, they have advantage on
their saving throw. If you attacked the target in the past
minute and damaged them, this ability does not function.
Finally, the first time each round you hit a surprised target
with your Shrouded Blade, the attack is automatically a
critical hit.
8 CLASSES | SOULKNIFE
Blade Precision
You can expend points of Psionic Prowess to re-roll missed
attacks, as your Mindblade warps and twists to strike at the
foe. After making an attack with your Mindblade that misses,
expend one point of Psionic Prowess and re-roll the missed
attack. Each attack cannot be re-rolled more than once.
Counterspell Cut
Prerequisite: 13th level
When an enemy is casting a spell within range of your
Mindblade (including thrown attacks), you can expend one
point of Psionic Prowess as a reaction to instantly make an
attack against that enemy using your Mindblade – on a hit,
you can choose to expend an additional point to interrupt the
spell, causing it to be wasted. You must be at least 13th level
to select this Technique.
Defensive Focus
When attacked, you can choose to expend one point of
Psionic Prowess as a reaction to add a bonus to your AC
equal to your Intelligence modifier until your next turn. If the
attack misses, you can make a single attack with your
Mindblade against the attacker if they are within range.
Dispelling Blade
Prerequisite: 13th level
Whenever you could use Psychic Strike to deal damage,
you can instead expend one point of Psionic Prowess to strip
a struck enemy of beneficial magical effects, as though you
had cast Dispel Magic from a 3th level spell slot using your
Blade Techniques Intelligence as your spellcasting ability.
The following is a list of Blade Techniques. Each technique For each additional point of Psionic Prowess spent, you
cannot be taken more than once unless specified. Level can increase the spell slot level by one. This feature has no
prerequisites refer to your soulknife class level, not your total effect if used on the same enemy again within 1 minute. You
class level. must be at least 13th level to select this Technique.
Adjusted Aptitude Fearsome Strike
You focus your efforts on learning to autohypnotically dismiss You can expend one point of Psionic Prowess to cause
unneeded information to align your physical and mental state horrible visions within the mind of a struck enemy. The
to be more effective in your situation. subject must make a Wisdom saving throw. If they fail, they
Whenever you take a long rest, you can choose to lose one are frightened for one round, and will attempt to move as far
of the skill proficiencies you have from the soulknife skill list away from you as they safely can during their turn.
and replace it with a different one from the list. You cannot
obtain a skill not on the list using this feature. Fog of Death
Prerequisite: 11th level, Fog of War
Arc of Damnation Whenever you use Fog of War, you can select up to 3
Prerequisite: Fearsome Strike creatures within a 20-foot radius, instead of just one.
Whenever you kill an enemy with an attack empowered by Additionally, you are not immediately revealed whenever you
Fearsome Strike, their eyes burn out from within and they perform a hostile action; each creature other than the one
unleash a terrifying shriek. attacked must repeat their Intelligence saving throw. If they
All enemies within 30 feet who can see or hear the dying fail, you are still treated as invisible.
enemy must make a Wisdom saving throw. Those who fail
are frightened, and attempt to move as far away from you as Fog of War
they safely can during their turn. As a bonus action, you can select a creature within 60 feet.
That target must make an Intelligence saving throw. If they
Binding Blade fail, you are considered invisible to that target until you
Whenever you could use Psychic Strike, you can instead perform a hostile action against them or target they can see,
expend one point of Psionic Prowess. The struck enemy or 3 rounds pass.
must make an Intelligence saving throw. If they fail, their
speed is reduced to zero for one round, and they take psychic
damage equal to the amount of feet traveled if they are
forcibly moved during that time. Transparent chains of energy
bind them to the ground, sparking with psionic power.
CLASSES | SOULKNIFE 9
Fracture Dervish Mental Bombardment
Prerequisite: 7th level, Fracture Mindblade Prerequisite: 13th level, Fracture Mindblade, Soulbow
Whenever you take the Attack action and attack with your While you have your Soulbow, you can expend one point of
Fracture, you can use a bonus action to make one attack Psionic Prowess to unleash a volley of arrows against all
using your Light Shard. You can still use this ability even if enemies within a 10-foot radius up to 200 feet away. The
your Fracture is in a different form, such as a Soulbow. targets must make a Dexterity saving throw. If they fail, they
take damage equal to your attack damage, and you can
Furious Onslaught expend another point of Psionic Prowess to inflict Psychic
Prerequisite: 18th level, melee Mindblade Strike against all targets who failed their saving throw. If they
You overcharge your Mindblade with psychic power, succeed, they take half as much damage and are not subject
causing it to multiply into additional blades that mimic the to Psychic Strike.
original. Whenever you use Rend Reaper, you can make two
additional attacks if you expended the maximum number of Perfect Parry
points you can use during one round on Rend Reaper. You can expend one point of Psionic Prowess as a reaction to
attempt to counter an opponent’s melee or ranged attack.
Hail of Suffering Make a single attack roll with your Mindblade – if it is greater
Prerequisite: 18th level, Fracture Mindblade, Soulbow than your attacker’s, you cause them to miss and they take
While your Soulbow is deployed, you can use your action to psychic damage as though hit by your Psychic Strike. If they
expend 4 points of Psionic Prowess. When you do, you took psychic damage, they have disadvantage on attacks
launch a mass of psionically created arrows towards a target against you until their next turn.
point. Choose either a 100-foot line, a 20-foot cone, or a
cylinder 30 feet tall and 15 feet across within 200 feet. All Psychic Evasion
creatures within the radius must make an Intelligence saving When you are subjected to an effect that allows you to make a
throw. If they fail, they take 10d6 psychic damage, or half as Dexterity saving throw to take only half damage, you can
much damage if they succeed. choose to expend one point of Psionic Prowess. You then
take no damage if you succeed on the saving throw, and only
Harvesting Blade half damage if you fail. Either way, you can immediately move
Prerequisite: 7th level up to half your movement speed.
When you reduce an enemy’s health to zero using your
Mindblade, it devours a fraction your enemy's psyche. You Quiet Stance
gain a single point of Psionic Prowess, and you can use one Prerequisite: 11th level
additional point during this round. This can cause you to As a bonus action, you can spend one point of Psionic
exceed the maximum amount of Psychic Prowess points you Prowess to enhance your hearing. You gain advantage on
can obtain, but you cannot ever have more than twice your Wisdom (Perception) checks that rely on hearing for 1
maximum value. Excess points are lost whenever you take a minute, and you can make one additional reaction each round
short or long rest. for the next two rounds.
Incision Enhancement Raw Determination
Prerequisite: 7th level You can expend one point of Psionic Prowess as a reaction to
Your Mindblade is especially deadly. The damage dice of gain advantage on all saving throws until the beginning of
the Mindblade increase by one step. (1d6 becomes 1d8, 1d8 your next turn.
becomes 1d10, and so on.) If you possess a Fracture, both
Shards have their damage increase by one step – Light Reactive Rend
Shards become 1d6 and Heavy Shards become 1d10. You Prerequisite: 13th level
also can choose to have your Mindblade deal force damage After an attack hits or misses you, you can expend 2 points
instead of slashing, piercing, or bludgeoning. You cannot of Psionic Prowess as a reaction to instantly use Rend
select this Technique if your Mindblade is a Blade of Divinity. Strider. The enemy still gets to take any remaining attacks
against valid targets within range.
Lethal Edge
Prerequisite: 7th level Read the Soul
While you have Psionic Prowess points remaining, your As a bonus action, you can attempt to discern the physical
Mindblade attacks have a critical range of 19-20. If you have and mental power of an enemy. The DM tells you if the
zero points of Psionic Prowess remaining for use this round subject is inferior, equal, or superior to you regarding one of
or overall, your Mindblade attacks have a critical range of 18- the following characteristics of your choice:
20.
Strength score
Lingering Pain Dexterity score
Prerequisite: 11th level Intelligence score
Whenever an enemy takes damage from Psychic Strike, Wisdom score
they also take an additional 1d4 psychic damage at the start
of their next three turns. This effect stacks. The subject can
use an action to refocus themselves, ending the effect.
10 CLASSES | SOULKNIFE
Ricochet Shot .
Prerequisite: 7th level, Fracture Mindblade, Soulbow
While you have your Soulbow equipped, and you take the
Attack action, if you hit a target and used Psychic Strike you
can make one additional attack as a bonus action against a
different target as though you were attacking from the
location of the struck enemy.
Righteous Spiral
Prerequisite: 11th level, melee Mindblade
As an action, you can expend one point of Psionic Prowess
to make a single attack against all enemies within your melee
attack range. Roll a seperate attack for each target.
Serpentine Stance
Prerequisite: 11th level, melee Mindblade
Whenever you take the Attack action and attack with your
Mindblade in melee, you can choose to instantly teleport to
an open location within 5 feet of the target after you hit or
miss. This does not provoke opportunity attacks.
Shard Vortex
Prerequisite: 18th level, Fracture Mindblade
As an action, you can expend two points of Psionic
Prowess to direct your Fracture to occupy a 10-foot radius up
to 40 feet away.
Enemies within the radius and those that enter the radius Spell Slicer
during their turns must make a Dexterity saving throw or Prerequisite: 11th level
take 10d6 damage of the same type as your Heavy Shards. You can expend points of Psionic Prowess as a reaction to
Those who succeed take half as much damage. prevent a spell or spell-like ability that would target you
Each round after it is deployed, you can expend one directly from affecting you. You can block cantrips and 1st
additional point of Psionic Prowess as a bonus action to level spells with one point, 2nd level spells with two points,
maintain the vortex and cause it to move up to 30 feet from 3rd level spells with three points, 4th level spells with four
its previous location. You can re-summon your Fracture and points, and 5th level spells with five points.
wield it as normal while a Shard Vortex is deployed, but you
only have access to Light Shards during that time. You can Synchronized Assault
only summon one vortex at a time. Whenever you could expend a point of Psionic Prowess to
damage an enemy using Psychic Strike, you can instead
Soul Arrow choose to grant allies advantage on attacks against the target
Prerequisite: 11th level, Fracture Mindblade, Soulbow by expending one Psionic Prowess point. This effect lasts
As an action while you are wielding your Soulbow, you can until the start of your next turn.
manifest and fire a Soul Arrow at a target within range by
spending one Psionic Prowess point. Telekinetic Athletics
Until the end of your action, you can see through walls and You can add your proficiency bonus to either Athletics or
obstacles out to 60 feet, and this attack phases through them Acrobatics checks for one round by using a bonus action
unless they are made of force, such as wall of force. This whenever you have at least one point of Psionic Prowess.
attack ignores cover and it is made with advantage against This does not expend any points, but does add in addition to
creatures that are not wearing magical armor. normal proficiency bonuses. While this is active, your
jumping height and distance is doubled, and you can move up
Soulbow and along walls as though you were moving on the ground,
Prerequisite: Fracture Mindblade but you must end your movement on solid ground or
As a bonus action, you can form a Soulbow using your immediately fall.
Fracture - a ranged weapon you can use to attack targets
within 300 feet that deals 1d8 damage. This weapon counts Telepathic Touch
as your Mindblade, and each time you summon it you can You can communicate telepathically with creatures that can
choose to use the Imbuement from your Light Shard or your speak a language within 20 feet per Soulknife level while you
Heavy Shard to determine its damage type and special have points of Psionic Prowess remaining in your pool. You
abilities, if any. You can use Strength, Dexterity, or need to share a common language to communicate
Intelligence modifier for attack and damage rolls with your effectively. Additionally, you can detect the alignment of
Soulbow. The Fracture remains in this form until you dismiss creatures you make direct eye contact with.
it and resummon it in the original form.
CLASSES | SOULKNIFE 11
Wicked Intent
Soulknife Tips and Advice
Whenever you critically hit an enemy, you can expend one
point of Psionic Prowess - when you do so, add 2d6 psychic
Psionic Prowess damage to the total, and deal this damage to the target and to
Remember to keep track of the number of all enemies within 10 feet of the target.
Psionic Prowess points you have in your pool, and
the number you can use this round.
One easy way to track the current amount of
Psionic Prowess points you have available is to
Feat Options
keep a special d6 around and count them using it, Advanced Psionic Talent
or use several small coins as tokens.
Rend Strider
Prerequisite: Minor Psionic Talent
You don't need to be able to see your
You have improved your mental abilities, and can call more
destination while using Rending Stride, but don't deeply upon them. You gain blindsight out to 10 feet, and can
forget that jumping into an unknown location can cast detect thoughts once per short or long rest without
be perilous, or even deadly. Rending Stride can be material components using Intelligence as your spellcasting
used in place of all your movement during your ability.
turn, but not during movement granted by other
class features or by spells. Rending Stride does not Masterful Psionic Talent
provoke opportunity attacks, but cannot be used
when you are bound or otherwise prevented from Prerequisite: Minor Psionic Talent, Advanced Psionic Talent
moving. You must have your Mindblade or Fracture Your psionic powers grow further. You can designate up to
summoned to use Rending Stride, but can summon 3 other creatures that you are deeply familiar with, and
it as part of the same movement. establish a telepathic bond with them during a long rest. Until
your next long rest, you can all communicate telepathically
through the bond without needing a common language. As an
action, you can see through the senses of one of the members
Twinblade Triumph of the group, or share your own with the others. Those
Prerequisite: 15th level observing in this way have their own body's senses muffled,
Whenever you use a Blade Technique that requires a bonus and have disadvantage on all checks to perceive or detect.
action and you engage in two-weapon fighting, you can make
a single attack as part of the same action. Mental Ram
Unify Fracture Prerequisite: Access to a spell or class feature that deals
Prerequisite: 15th level, Fracture Mindblade psychic damage
As an action, you can expend four points of Psionic Your psychic attacks are more effective. Psychic damage
Prowess to assemble your Fracture into a completed whole you deal ignores resistance. Creatures that have immunity to
for one minute. While in that state, it is a melee Mindblade psychic damage take half damage instead. Creatures that are
with the two-handed and finesse properties, and it deals 3d6 immune to the charmed or frightened conditions are treated
slashing, piercing, or bludgeoning damage (your choice). The as not immune when the condition is generated by your
magical properties granted by Imbuement are applied to this spells or class features, but do have advantage on their saving
weapon from both shards, but enhancement bonuses to throws to resist these conditions.
attack and damage do not stack. You can choose to use your
Intelligence modifier for attack and damage rolls for this Minor Psionic Talent
weapon. You can end this effect early as a bonus action. Prerequisite: Intelligence 13 or higher
You've learned to harness the power of your mind and have
Vicious Blast unlocked certain psionic abilities. You can cast minor illusion
As a bonus action, you can spend one point of Psionic and message without material components using Intelligence
Prowess to make a ranged spell attack against an enemy as your spellcasting ability. Additionally, you gain advantage
within 60 feet using Intelligence as your spellcasting ability. on skill or ability checks to discern the magical effects of
This attack ignores cover. If it hits, the target takes damage as items.
though hit by your Psychic Strike.
Viper's Coil Psychokinetic
Prerequisite: 15th level, Serpentine Stance, melee Mindblade Prerequisite: Access to a spell or class feature that deals
Whenever you teleport using Serpentine Stance, you can psychic damage
spend one Psionic Prowess point as a bonus action to You've learned to manipulate the energies of psychic
attempt to trip an enemy within 5 feet. The subject must attacks into a more tangible force. Whenever you would
make a Dexterity saving throw. If they fail, they are knocked inflict psychic damage, you can choose to inflict fire, cold, or
prone. lightning damage instead. When you do so, increase the
number of damage dice rolled by 1.
12 CLASSES | SOULKNIFE
Rend Strider: Yay, the slightly-worse version of the only
thing the Shadow Path monk has that anyone really cares
Multiclassing about! I tried to keep it fairly tame despite the ease at which
one can use it; in place of all movement really shuts down the
Prerequisites: Dexterity 13 or Strength 13 and
Intelligence 13
whole "poke in jump out" opportunities, especially given how
quick the costs of that plus full combat can add up.
Proficiencies Gained:
Mental Utility: It's a ribbon! But with one small combat
light armor, simple weapons, martial weapons
option that's so situational it's probably never going to get
used.
Ever-Adaptable: Used to be weak, now it's worthy of being
a level 11 feature. Since there are so many Blade Techniques
available, I wanted a way to let the player try them all out and
Author's Notes decide what works.
Why the Soulknife? Knife to the Soul: Hey, the cool signature ability that the
Soulknives of the past had, except its only so cool and isn't
A couple years back, I was inspired by the Soulknife anywhere near as complicated. Giving up the damage in
displayed by Dreamscarred Press in Pathfinder. While exchange for the feature really brings it back into line.
mechanically it was fairly trash - a full action to gain less- Rend Reaper: The new, beautiful, signature move. A
than-sneak-attack damage, insufficient base attack score, and wonderful combat technique that will also destroy your ability
other glaring issues - it had a certain flair and style that I just to use cool reactions, psychic strike, or use anything that
couldn't pass up. relies on Prowess until the start of your next turn. All in!
After I looked into the splatbooks for it; Psionics Focused Blade AKA Normal McNormalson: Ohh, you
Augmented: Soulknives being the primary one, I came across can get a weapon and can change the damage type to another
two very important things that enabled me to really bring the physical type! So scary. Upsides, you get better armor and
vision together. First was the Psychic Armory - the precursor don't HAVE to focus Dex as much. Plus reach if you like that,
to my own Fractured Edge. It was pretty much better in every and a little healing that's quite expensive despite being good.
way than an ordinary Soulknife, and had even more sweet Fractured Edge AKA Soulbowkinetic: Fractures used to
flavor to boot. be more complicated. I'm not sure about the pushing
The second, even more interestingly, was a little Blade Skill available as a style. Telekinetic abilities and Bigby's replaced
that counted as dimension door but in a shorter range. a mediocre damage upgrade.
The great thing about it was this: with a really specific, Divine Instrument AKA I don't even know why this
useless-to-everyone-else feat chain, you could teleport around exists: I wanted an option for bizarre weapons and for the
and carve the world into tiny little bits. class to rely on something other than Int. Not sure why I felt
It was great, and really cool conceptually. So, I took that, the need to make it other than that.
tried to condense the bizarre psionic focus rules and psychic Ebon Lurk AKA Edgy McEdgerson: By popular request,
strike rules into one thing while maintaining that "only so here's something from the Lurk. Given that it didn't have
much at once" feel, added in the nifty teleportation, tossed many exciting abilities that weren't already either redundant,
together the archetypes that made sense, and here it is. included in other options, or psionic powers, I incorporated
The feat options exist because most of the feats available in the Ebon Saint abilities of reading minds and stealing forms
the PHB don't really provide much to the class, but feel free into a whole new archetype that can sort of sneak attack.
to discard them if you don't like them. Also, tremendous BLADE TECHNIQUES: Alright ladies and gents, here's
thanks to the artists featured in this - without people like you, the big shebangarino about this class. I'm not sure which of
life wouldn't be anywhere near as cool. these are balanced and which are bogus. Some are taken
almost directly from the Pathfinder edition. Some are new
Thoughts in Soulknife Design and exciting. Soulbow is included in these. Certain
Mindblades and Archetypes: I knew I couldn't separate the combinations that I've not foreseen could break the game.
archetypes any other way right from the start. Fractures and One of my design goals was to let the Soulknife have an
normal mindblades were too different to try to keep as one, option to interact in combat during any point, provided they
and later adding the Ebon Lurk and Divine Instrument really had enough PsiPr left for the round. I wanted to fill it with
allowed for diversification in the types available. Now you've enough ribbons and combat abilities that if you wanted to be
got the normal warrior with better armor and durability, the a pure-passive machine and just sneak around and have
ranged attacker with good area attacks, the "I've got a weird skills, that'd be a good option. If you want to be a beast of
weapon" guy, and the spooky scary limited-in-options guy. wrath and slaughter, there's options for that. Honestly, I
Psionic Prowess and Psychic Strike: While this used to suspect that this is where the overpowered features lie, but I
be one weird combination, it's since been renamed from could be wrong. Please check over each one and tell me if you
Psionic Focus in order to differ from the Mystic that Wizards see anything bizarre, poorly worded, or easily abused.
will eventually release and invalidate all my hard work. Looking for one you don't see? Let me know!
Complaints aside, I tried to have it work half-as-well as a Concluding Thoughts: I wanted to make a class that has
rogue's sneak attack, and the limit on the number of uses per something for everyone and provided a neat chassis for
round really brings it back into the right. It may compare to a several different playstyles. I'm sure Wizards is going to
paladin in terms of burst damage, but it's not going to render it obsolete, but I don't care at this point. If you like it
overshadow one unless the situation is just right - or at least and want more, say so!
that's the hope.
CLASSES | SOULKNIFE 13
To be honest, I take every comment seriously and always end
up changing at least one small feature, but usually 2-3 large
ones or even core mechanics. If this version appeals, say that Interested in how to do image edits like this?
too. Martials should have a way to keep up in terms of cool Rather than hunt around, check out this fantastic,
abilities, and I think psionics is the way to capture that. step-by-step guide by Bolt Nine, which is available
here!
https://drive.google.com/open?
Image Credits id=0B2UyuHLUuCjxbTlGZ1JiOTloZWM
Page 1 Background: ourlak Containing Folder
http://ourlak.deviantart.com/art/troupe- https://drive.google.com/drive/folders/0B2UyuHLUuCjxbkZvSlBfQ
147860298 Additional thanks to the makers of
Page 1 Character: Jorsch - Honestly, this is a Homebrewery, GIMP, anyone who's ever
great image and I butchered it so I could have it be commented on this,
that cool psionic purple instead of the original AND YOU!
golden radiance. I've comitted a crime against art
here, but that's the best character art I could find
that was in the correct style.
http://jorsch.deviantart.com/art/Commission- Soulknife 5e Class by /u/GenuineHeathen
Kinamae-379127387 Not for commercial use; please give credit for
Page 2 Sword: JackTheTOY - It's amazing how redistribution.
most good weapon images I could find are too
often fully immersed in a larger image. If you're
reading this and find a good set somewhere, send
it over!
http://jackthetoy.deviantart.com/art/Black-Rose-
Saber-535044988
Page 3 and 8 Characters: HELMUTTT - Great
stuff because it really captures the different flavors
of blades.
http://helmuttt.deviantart.com/art/The-
Goodling-Chronicles-book-4-481320033
http://helmuttt.deviantart.com/art/The-Godling-
Chronicles-book-1-cover-art-475435578
Page 3 Shard: SaxonSurokov
http://saxonsurokov.deviantart.com/art/Material-
Study-1-Crystal-Shards-445707571
Page 5 Images: theDURRRIAN - Seriously, a
master. There are more I wanted to use but
couldn't quite justify the space usage.
http://thedurrrrian.deviantart.com/art/Floating-
stone-things-GO-461067883
Page 6 Image: Mariana-Vieira - The particles really
bring the weapon image home, even though the
face on the character is a little out-of-place looking.
http://mariana-vieira.deviantart.com/art/The-
awakening-of-the-dawn-324281147
Page 9 Character: Eedenartwork - This is great
and I want to see a 3rd level, just for kicks.
http://eedenartwork.deviantart.com/art/Thief-
Level-2-373719895
Page 11 Character: redpeggy - Lots of great
character art, really cool style. Also, the first image I
edited using a geunine technique and brushes
rather than a simple fix.
http://redpeggy.deviantart.com/art/Brilliant-
131417822
14 CLASSES | SOULKNIFE