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Terry

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TerryBerrier

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About this mod

This is as close to a 1-to-1 implementation of the Soulknife subclass from the 2024 PHB. It includes made-from-scratch effects and mechanics to help make it feel as close to natural as possible.

It took me longer than I thought it would, but it is here now!

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Soulknife

This is a Rogue subclass that specializes in dealing Psychic damage through blades of pure psychic energy. It gives you access to psychic powers using your Psionic Energy Dice, where you can influence skill checks and attacks, teleport, and even use a version of Telekinesis! This subclass is all about manipulating your environment and providing additional utility over some of the other Rogue subclasses.


Progression
Level 3
  • Psychic Blades: Gain Psychic Blades that you can strike with melee attacks, ranged attacks, and even attacks of opportunity! You must be unarmed to use these blades, per the requirements found in the PHB. These also work with Sneak Attack exactly in the way they are supposed to.
  • Psychic Blades Bonus Attack: Once you attack with the Psychic Blades, you can attack again using your bonus action. This means you have two chances to land sneak attack every turn!
  • Psionic Energy Dice: Gain Psionic Die that you can use to power your other Psychic abilities. You gain a maximum available dice equal to 2x your proficiency bonus. The dice starts at a d6 and it increases to a d8 at 5th level and a d10 at 10th level.
  • Psi-Bolstered Knack: Spend a Psionic Energy Dice and add it to a skill check that you're proficient in. Functionally similar to how Guidance works.
  • Psionic Telekinesis: cast Telekinesis on an object or creature, costs 1 Psionic Energy Dice and deals damage equal to your current Dice size.

(Note: Telekinesis is normally not a thing this subclass can do. This is the only major modification I made from the original, it was made to replace a feature that otherwise would provide no benefit because of how BG3 works)

Level 9

  • Homing Strikes: You can spend a Psionic Energy Dice and add it to an attack roll that you missed, potentially turning it into a hit!
  • Psychic Teleportation: You can spend a Psionic Energy Dice to teleport up to 18m away.


Updates:

1.12 Major Update:
- Psychic Blades now gain bonuses from stuff that increases weapon damage rolls.
    - They still gain bonuses to attack rolls from spell attack stuff and they require you to be unarmed, though.
- Psionic Energy's Telekinesis now lets you throw creatures of any size (may have to roll this one back).
- Psionic Energy's Telekinesis now costs a bonus action instead of an action.

- ImpUI has been added as a dependency so that I could add functional icons for Psionic Energy Dice. For now, they use the same icons as Warlock Spell Slots, but I plan to make custom icons at some point in the future. At least you know how many Psionic Energy you have now!


1.11: Hotfix for back-end stuff
1.1: Psychic Blades now work with Extra Attack for those who want to multiclass.


Let me know what you think! I'm sure there are some bugs that need fixing, but it has been extensively tested already and seems to be fine!

Currently, the biggest thing I'm trying to figure out is if the subclass needs additional power at the later stages to stay relevant. BG3 gives a large amount of power to martial characters via weapons, so being locked out of those bonuses will definitely have impact on the subclass' ability. As such, this requires playtesting! Let me know how it feels to play, all feedback is welcome!!


Also, this is a much smaller mod than my last one. If you like this mod and are interested in a completely custom class, give my other mod a try! It took me hundreds of hours to complete. I will also be revisiting it next, I'll be giving it an additional subclass among other improvements.



Installation:

Unzip the file and place it in your Mods folder.

Default filepath: AppData\Local\Larian Studios\Baldur's Gate 3\Mods