In one hour @therealjimdavisTHIS IS A AN AUTOMATIC CAPTION TEXT from YouTube, so it’s not “perfect”.
My advice is to use it just to help people like me that are not english speaking, to understand the Video/Podcast – Not only is there a psychicwarrior now in the fighter,
but now we have a new
rogue called the soulknife.
Tell me about the soulknife.
This sounds terrifying.
– Yes, the soulknife, we have
designed to be a bit scary.
– [Todd] Okay. (laughs)
– Because this is a rogue who
can manifest a psychic blade
out of their hands, or blades,
if they wanna manifest two,
and use them not only in melee,
but they can also throw them.
And these blades deal psychic damage.
And we describe it as
essentially you are stabbing
the other person’s, like
their mind, their soul.
(Todd laughs)
Hence the name, soulknife.
So that alone is scary.
But this rogue also
eventually gains the ability,
using their psionic
abilities to essentially
screen themselves out
of other people’s sight.
So they can just, poof, they’re invisible.
– [Todd] Oh.
(Jeremy laughs)
– And so we describe in
the story text for them
that they are particularly effective
at being assassins because
there isn’t necessarily
any evidence left behind.
Because if you stab someone’s
sort of psychic being,
there’s no wound on their body.
– [Todd] Oh man, what’s
even the implication
for resurrection after
something like that?
– Oh, well, the body is still there.
So they are potentially terrifying,
especially if they were NPCs.
But also really mighty members of a group
because they’re able to couple
the normal versatility
that all rogues have
with these really wonderfully
wicked psychic abilities.
Being able to sneak attack
with psychic damage.
Because we clarify that
these psychic blades
that they manifest do
count as finesse weapons.
And they’re light weapons as well,
so the rogue can dual wield them.
Imagine one of them on the battlefield,
and I think most people would
be quaking in their boots.
– And they can throw these as well.
So they’re just tossing psychic
blades out, all willy nilly.
– Yes.
So you can imagine,
yes, one of these things
(Todd laughs)
coming at you,
and then it hits you, and
it’s, “Where did it go?”
And it would hurt.
It would hurt like a regular blade.
But again, leave no mark.
And leave no evidence.
‘Cause we also specify
that if you toss one out,
immediately after it
hits or misses, it, poof.
– Oh, so in a way, a psychic ninja.
So it doesn’t leave,
like, physical damage.
– [Jeremy] Right.
– Oh, that’s very fun.
Okay, now I’m onto it.
I can’t help–
– Cause these blades are not
dealing slashing, bludgeoning,
or piercing damage.
– You just find a body.
Oh, it’s almost (chuckling)
reminds me of “Dreamscape,”
a very old 1980s film.
But I feel like the inspiration for this
is mostly Lamont Cranston from
“The Shadow,” a radio drama.
Like if you can make people
not realize you’re in the room,
you know, that was always his thing.
Like he somehow hypnotized people
the second he walked in. (laughs)
Which I never quite understood as a kid.
But this is the scariest ninja.
(Todd and Jeremy laugh)
– Right.
I mean, again, throwing mind shuriken.
And again, nothing is left behind.
(Todd exhales heavily)
A soulknife would be a
very favored assassin.
We also, for both the soulknife
and the psychic warrior
in this “Unearthed Arcana”
give some suggestions
for how your character might have become
a member of these subclasses.
And so we talk about how your character
might have just awoken to psionic ability,
but they also might have been
trained in it by a master.
They might have, in the
case of the soulknife,
might have been a member
of a special thieves guild
that cultivates these abilities.
Whereas the psychic
warrior might have been
in a martial academy that trains people
in using both their body
and their mind as a weapon.
So the thing I love about
both of these subclasses
is not only will they
be a ton of fun to play,
but they’re also rich with possibility
for a DM’s world-building.
You know, figuring out what
have these people been up to,
these people with these
strange mind powers
that have a magical quality to them,
but operate in ways
that might shock people.
And I think again, if someone finds
the handiwork of a soulknife,
they are going to be very puzzled.
I could imagine a soulknife assassin
causing even a detective
like Sherlock Holmes
to be very confused.
You know, how did this
person actually die?
And the soulknife,
especially with their higher-level ability
to basically psionically screen themselves
and just go invisible, you could see
they could infiltrate a
masquerade or something else,
deal with their mark, and
then just vanish away.
– Oh.
(Jeremy laughs)
It’s not comfortable.
It’s the stuff of everyone’s nightmares.
Yeah.
It’s got a little bit
of that “Invisible Man”
creepy factor to it too as well.
Yeah, I mean, that’s a perfect assassin.
I mean, for the person who wants to play
that supernatural assassin.
– [Jeremy] Right, exactly.
– ‘Cause the assassin already is filling
a very different niche as a subclass
in terms of, I can talk like
anyone, I can disguise myself.
It’s very “Assassin’s Creed,” kind of.
– Well, and a person could
decide to play a soulknife
and not go in the
assassin direction at all.
Their soulknife might be
very much out in the open,
almost more of a superhero
than a figure of the shadows.
Because again, this is a
person who’s manifesting
these psychic blades sort of
like Psylocke from the X-Men,
and using those in battle.
Which, depending on how
a player describes that
could end up being very flashy
rather than, you know, this
subtle thing of the shadows.
This is the kind of thing
we often look for when we’re coming up
with new character concepts for the game.
We want the character concepts
to be pushable in different directions.
So even here, I’ve described,
you could take the soulknife
and go in a flashy sort
of superheroic direction
or you could take it in
a kind of almost horrific
killer-in-the-shadows kind of direction.
It’s up to you.
returns to Todd Talks with @ToddKenreck to chat about the latest Unearthed Arcana! Join us to share your opinions on Psionics today at 2pm PT on https://t.co/mvfDh3HC5z! pic.twitter.com/jL7S2FF6a7
— D&D Beyond (@DnDBeyond) November 26, 2019
After watching that video explaining the Soulknife I can honestly say my experience is different then what is explained in this video. I would like to see the classed not be so heavily handicapped so it can stand on par with other Archtypes for one.
1. Soulknife stabs the soul leaving no marks or wounds…. well sounds like this attack should ignore armour and yet it does not? On top of that the weapons never improve making them lack luster and weak. I would rather dual wield two normal magical weapons with +3 bonus to hit and damage then use my knives…. seems like a major oversight to me on balance. So my thought is either make it ignore armor or give a magic rating of +1/+2/+3 each time the psychic dice improve at level 5/11/17. Also make the offhand a d6 as a level up improvement… again I can get better weapons otherwise and this weapon is supposed to be why you play a Soulknife not why you avoid it…
2. Psychic Blades do not work with spells that enhance weapons like Booming Blade…. yet another win for this rogue that is supposed to be deadly… Feels like they really don;t want you to use these things…
3. This one is a question, when used in range is the Psychic Blade a thrown weapon or a ranged weapon… I know the term thrown is used, but there is also a description for ranged. I feel ranged is more appropriate myself as the blades are physically attached to the PC and targeting an enemy feels more like a projected spell then actually throwing it.
I know this might seem like a harsh review, but I’m just exhausted playing this class while everyone has no restrictions. I would really like some sort of official feed back on question #3 as it is currently an issue with our game and how dnd beyond handles it as well.
The only bonus to the Soulknife that I can see is the nature of the damage type. Very few things encountered by adventuring parties have resistance to psychic damage. Getting whacked with sneak attack levels of that damage type every round can be beneficial, not to mention alarming to a raging barbarian.
I do agree that the “off hand” damage should increase with each “Psionic Die” increase to eventually match the damage of the original blade.
There are 15 monsters in the MM with resistance to magical piercing damage (since piercing is the most common rogue weapon damage, it’s easier to judge based on this). 10 of those are swarms, 5 of those just being different varieties of insect swarms. There are then 6 in Volo’s (2 are swarms again). Mordenkainen’s adds none. All the other settings and campaign books combined add 15, 5 of which are swarms again.
So total across every officially published 5e source, there are 36 creatures with resistance to magical piercing damage. Nearly half of these (17) are swarms, which make up the bulk of their issue. Nothing is immune to magical piercing. One creature in the MM is potentially vulnerable to it, though- the Rakshasa. 4 if you include the 3 extra varieties from Eberron.
Meanwhile, psychic is resisted by only the Revenant in the MM. Volo’s adds only 1 extra. Mordenkainen’s also adds 1. All the other settings and campaign books combined add 21. There is no real ‘rhyme’ here to a common type, but it doesn’t look bad yet, right? Next, immunity- there’s 10 in the MM (5 are constructs). Volo’s added none. Mordenkainen’s added 8 (2 are constructs). All the other settings and campaign books combined add 53, 42 of which are constructs.
So 24 creatures resist psychic damage, and 71 creatures are flat out immune to it. Of those, 49 are constructs, the psychic type’s biggest issue. Also, bizarrely, nothing is vulnerable to psychic damage. At all. Though the Rakshasa thing for piercing isn’t often going to be useful for rogue players and they’re kind of rare anyways, so I’ll give it a pass.
A normal rogue with a +1 dagger would struggle against 36 possible creatures, most notably swarms, while a Soulknife would struggle against 95, most notably constructs which are entirely immune to their primary weapon. And again, all objects are immune to psychic damage as well- no manipulating your environment with your laser fist, that’s something only a physical weapon can do. And the normal rogue with a magic weapon is never in a hopeless fight where they can’t deal damage. A Soulknife can only overcome 71 of their problems by switching to a normal weapon.
And that’s the big rub right there- a Soulknife really needs to keep a magic weapon on them at all times to overcome their weakness. The thing that none of their fancy Soulknife powers interact with at all. In some fights it’ll just be for teleporting.