Soulknife Rogue Build Guide – The Psychic Bladeslinger – 2024 Update

Learn the best build for the Soulknife Rogue with full leveling guides and easy to navigate sections to only read what you need!

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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.


Why Soulknife Rogue?

The Soulknife has cool flavoring, good abilities, and gives you implicit weapons to use. Simple as that. The Soulknife has a lot of unique abilities that are helpful both in and out of combat, so it’s hard to be playing a Soulknife and not enjoy it. Furthermore, this is simply one of the best Rogue subclasses making it a good choice for your average campaign.


Soulknife Rogue Abilities Ranked

Psionic Power (Level 3)C- Tier – Neither ability is necessarily bad, but they are both very unexciting.

Psychic Blades (Level 3) C- Tier – While this is the main feature of the class, it’s just not that exciting. This is going to be generally worse than Dual Wielding Scimitars, but you do have the utility of the Thrown property, the Vex Mastery, and they leave no marks and such. It is cool, and they aren’t bad, but they don’t get particularly useful until future abilities buff them.

Soul Blades (Level 9)A- Tier – Now this is a pretty nice upgrade. Being able to use your Psionic dice in more exciting ways is obviously awesome and being able to convert misses into potential hits or a much longer short range teleport are both strong abilities.

Psychic Veil (Level 13)B- Tier – The ability to stay invisible for an hour is pretty solid for a lot of varying scenarios, no surprise there.

Rend Mind (Level 17)B Tier – The stunned condition is really strong, but reusing the ability does cost a lot of dice, even for this level. Use sparingly, but it can be devastating when it works.


Quick Level Up Guide

LevelClass Features/FeatNotes
1Expertise, Sneak Attack, Thieves’ Cant, Weapon MasterySneak Attack 1d6
2Cunning ActionNone
3Soulknife
Psionic Power
Psychic Blades
Steady Aim
Sneak Attack to 2d6
4Feat: Skulker (DEX)None
5Cunning Strike, Uncanny DodgeSneak Attack to 3d6
6ExpertiseNone
7Evasion, Reliable TalentSneak Attack to 4d6
8Feat: Defensive Duelist (DEX)None
9Soul BladesSneak Attack to 5d6
10Feat: Mage Slayer (DEX)None
11Improved Cunning StrikeSneak Attack to 6d6
12Feat: Constitution to 18None
13Psychic VeilSneak Attack to 7d6
14Devious StrikesNone
15Slippery MindSneak Attack to 8d6
16Feat: Constitution to 20None
17Rend MindSneak Attack to 9d6
18ElusiveNone
19Epic Boon: Boon of Combat ProwessSneak Attack to 10d6
20Stroke of LuckNone

The Ultimate One D&D Rogue Guide

Not finding the build you want in this article? Check out this article instead!


Level One Build


Species: Halfling

Attributes:

POINT BUY
STRENGTH8
DEXTERITY15 (+2 background) = 17
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM14
CHARISMA10

Class: Rogue

Class Features: Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery

Skill Proficiencies: Acrobatics, Insight, Investigation, and Perception

Background: Criminal (Alert)

Starting Equipment: Scimitar, Dagger, Shortbow and quiver of 20 arrows, Leather Armor, Thieves’ Tools, and 11 gp + 50 gp from background


Species: Halfling

While I’m not a big fan of what Halfling brings to the table, being able to Hide behind a larger party member is really good if you miss with your Vex weapon and don’t have any other form of obscurement in combat. That said, the other abilities are decent as well, even if they won’t be relevant that often.


Attributes

POINT BUY
STRENGTH8
DEXTERITY15 (+2 background) = 17
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM14
CHARISMA10

Dexterity and Constitution are always going to be the Rogue’s primary stats, and your extra points can go to either pumping Wisdom or Charisma depending if you want better saving throws or better conversation skills.


Proficiencies: Acrobatics, Insight, Investigation, and Perception

Common proficiencies for Rogue as between these and your background you have all the DEX skills covered as well as other great proficiencies.


Background: Criminal

Good proficiencies, great feat, and it makes a lot of sense with Rogue in general


Starting Equipment – Scimitar, Dagger, Shortbow and quiver of 20 arrows, Leather Armor, Thieves’ Tools, and 11 gp + 50 gp from background

This is very similar to the starting equipment, but the Scimitar is much better than the Shortsword so you have to take the starting gold to get it.


Class – Rogue

Rogues are a very versatile class with a lot of practical applications in and out of combat making them a fan favorite. Starting off, Rogues come with three abilities: Expertise, Sneak Attack, Thieves’ Cant, and Weapon Mastery.

Expertise allows you to take two of your skills and add double your proficiency bonus to them to make them extremely reliable. While the skills you select really depends on what you personally prioritize, it’s hard to go wrong with Perception and Stealth. These are two excellent skills you are going to constantly use so making them as consistent as possible will constantly pay off.

The second ability is the Rogue’s most iconic one – Sneak Attack. Sneak Attack adds extra damage if you can attack an enemy while you have advantage from any means whether that’s through having allies near, attacking from hiding, or any other means of gaining advantage you may naturally have.

The third ability, which is really just pure flavor, is Thieves’ Cant. This is like its own language that only other rogues or similarly nefarious individuals would know so you can speak in code and such.

The final ability is Weapon Mastery, and you should take the Scimitar and Shortbow mastery considering that’s what you’re going to be using! As a note, make sure your Scimitar is in your main hand to make use of its Weapon Mastery property effectively.



The Build Level 2 Onward


Level 2-5


Level 2

Class Features: Cunning Action

One of the best abilities on Rogue, you can now convert your Bonus Action into a Dash, Disengage, or the Hide action. While the Hide Action is going to be the most common action taken so you can continuously get Sneak Attacks, Dash and Disengage are also excellent actions to take if you really need to get out of wherever situation you’re in.

Level 3

Class: Soulknife

Class Features: Psionic Power, Psychic Blades, Steady Aim, Sneak Attack to 2d6

Level 3 brings your subclass, Soulknife, and two new features to the table – Psionic Power and Psychic Blades.

Psionic Power is actually like three powers in one, but let’s break them down.

First, you get a pool of Psionic dice that help power your abilities equal to twice your PB.

Then you get two abilities to use your Dice on – Psi-Bolstered Knack and Psychic Whispers. Psi-Bolstered Knack lets you add a Psionic die to a skill or ability check you have proficiency in to potentially turn a fail into a pass. This is a really good ability as failing one of these checks can sometimes be disastrous, so having a little bit on insurance is always welcome.

Psychic Whispers creates a telepathic link between yourself and a few creatures which can be very helpful in situations where you can’t just speak freely. This can be used until someone picks up Telepathic Bond or even in place of if nobody can afford to take it.

Psychic Blades is the main feature of this class, and they do the same amount of damage as your Scimitar, but deal psychic damage, have the thrown property, and you can trade your Bonus Action for a slightly weaker additional attack. The best part about these is the aforementioned thrown property as it gives you the versatility to attack up close or at range as you like, letting you engage at the best distance no matter the encounter. These are some real solid weapons with the only downsides being that they don’t implicitly scale and you’re disincentivized to ever use a magic weapon over these.

Finally, you get Steady Aim which lets you give up your bonus action and movement for a turn in order to have advantage on your next attack. If you have no way to gain advantage otherwise, this is a really nice way to get it!


Level 4

Feat: Skulker (DEX)

Class Features: None

Level 4 brings your first feat, and Skulker is perfect for Rogues! Getting some amount of Blindsight is nice, but the real prizes here are the advantage to hide in battle and missing with an attack doesn’t reveal you which gives you another chance to get that Sneak Attack! These are some really nice abilities that you’re going to get a lot of mileage out of.


Level 5

Class Features: Cunning Strike, Uncanny Dodge, Sneak Attack to 3d6

Level 5 brings two new features to the table with Cunning Strike and Uncanny Dodge.

Cunning Strike is an interesting ability that lets you trade in Sneak Attack damage dice for a small, but generally good additional effect. You start with three different options for your Cunning Strike – Poison, Trip, or Withdraw.

Poison can be solid, but Constitution saving throws are generally the easiest to save out of.

Trip is definitely solid if you have other martial allies and especially if they’re behind you in the turn order (which they will likely be).

Withdraw lets you reposition without drawing opportunity attacks so you don’t have to use your Cunning Action to disengage.

Overall, this ability is pretty good as you have versatile options that can all be impactful!

Uncanny Dodge lets you use your reaction to halve the damage of one incoming attack. Unfortunately, this is a pretty bad ability as multiattacks are going to become more common making the ability to halve just one of those attacks pretty forgettable. Furthermore, Defensive Duelist is going to be taking your reaction more often than not, but if you know that you have to take some damage on a turn, then this is here for you.


Level 6-10


Level 6

Class Feature: Expertise

You get two more bouts of Expertise to pass around, and once again, it really depends on whatever skills you find yourself using often. In a generic sense, I like picking up Insight and either Investigation (if no INT people in your party) or Sleight of Hand.


Level 7

Class Features: Evasion, Reliable Talent, Sneak Attack to 4d6

Level 7 brings two neat abilities with Evasion and Reliable Talent.

Evasion is a really solid ability that makes any effects that forces Dexterity based saving throws way worse against you as you naturally mitigate half of their effect and potentially the whole effect if you pass the save.

Reliable Talent is a cool ability that makes all rolls for skills you’re proficient in be a minimum of a 10, which means you have a much higher chance of passing skill checks with skills you are proficient in and you’ll very rarely fail checks involving skills you have Expertise in.


Level 8

Feat: Defensive Duelist (DEX)

Class Features: None

Level 8 brings another feat, and while you could go straight to 20 Dexterity for the highest AC, attack rolls, and initiative, I like taking two feats instead. To that end, and I really like grabbing Defensive Duelist! Rogues rarely get to use their reaction and they tend to have low ACs, so having the means to deflect attacks if you’re drawing any aggro is really nice.


Level 9

Class Features: Soul Blades, Sneak Attack to 5d6

Level 9 brings your next subclass ability with Soul Blades!

This is an upgrade to your Psychic Blades that gives you two new options with your Psionic Dice – Homing Strikes and Psychic Teleportation.

Homing Strikes, similar to Psi-Bolstered Knack, lets you potentially convert missed attacks into hits by adding a Psionic Die to them. In tough fights, every bit of damage counts so this is nice to have.

Psychic Teleportation lets you trade your Bonus Action for a short range teleportation, but considering your average roll now and as you progress, this will end up being a better Misty Step most of the time which is definitely nice for a Rogue to have.


Level 10

Feat: Mage Slayer (DEX)

Class Features: None

You get yet another feat this level, and you can finally get 20 DEX with Mage Slayer. Being able to really mess with casters is nice as a martial character, and getting a functional charge of Legendary Resistance? Incredible! A really strong feat that I have most of my martial characters taking.


Level 11-15


Level 11

Class Features: Improved Cunning Strike, Sneak Attack to 6d6

Level 11 brings an improvement to your Cunning Strike! Now you can use two Cunning Strike features simultaneously, and while you still have to pay the associated costs, this is still a pretty solid ability!


Level 12

Feat: Constitution to 18

Class Features: None

More health and better saving throws is never a bad thing, even if you’re probably not getting hit that often!


Level 13

Class Features: Psychic Veil, Sneak Attack to 7d6

Your next subclass feature is Psychic Veil!

Gaining invisibility in a class that’s built around infiltration and Sneak Attacking is definitely excellent, even if only the first one per day is free. Expect to spend a lot of Psionic Dice on this as this is really good out of combat and right at the beginning of combat.


Level 14

Class Features: Devious Strikes

You get your final upgrades to your Cunning Strikes with Devious Strikes!

Like the original Cunning Strikes, you get three more options that have both higher costs and more powerful effects with Daze, Knock Out, and Obscure.

Daze can limit somewhat limit what an enemy does on their turn, but considering not many monsters have uses for their Bonus Action, this probably isn’t that good of a feature.

Knockout takes out most of your Sneak Attack dice, but you have a chance to render an enemy unconscious until it passes the save or takes damage. This ability could have been strong if they were stunned for a full turn cycle, but just one ally being able to take advantage of this makes this pretty bad.

Obscure is easily the best of these options as you can potentially blind an enemy which is a pretty brutal status condition.

Overall, this ability is not particularly great, but they can’t all be winners.


Level 15

Class Features: Slippery Mind, Sneak Attack to 8d6

Gaining proficiency in Wisdom and Charisma saving throws is very strong, even if it comes a bit late in your progression. Wisdom, in particular, is the most common spell saving throw you’ll have to contend with so you’ll have a substantially better chance of passing these saves now.


Level 16-20


Level 16

Feat: Constitution to 20

Class Features: None

Max health and CON saves is always great!


Level 17

Class Features: Rend Mind, Sneak Attack to 9d6

Level 17 brings your subclass capstone ability – Rend Mind!

Stunning an enemy is obviously extremely powerful, but at this point, enemies are going to have Legendary Resistance, enemies may have high Wisdom scores, and this costs a lot of Psionic dice to do after the first time. Still, this can be excellent in really tough fights where you need to throw all your resources into winning.


Level 18

Class Features: Elusive

As long as you aren’t unconscious, enemies can’t have attacks at advantage against you anymore. This can be good, but it’s not too often that enemies are going to have advantage on attacks against you anyway, so this likely isn’t going to come up often.


Level 19

Epic Boon: Boon of Combat Prowess

Class Features: Sneak Attack to 10d6

Your Epic Boon choice, as I will pick for every martial character, is the Boon of Combat Prowess. Converting a miss into a hit is functionally getting an Extra Attack, but better, and I will take an additional attack every day of the week.


Level 20

Class Feature: Stroke of Luck

Every short or long rest, you can turn any failed d20 test into a critical success. Obviously this is pretty strong, even if you don’t get to use it often.


DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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