Starting at 3rd floor, you harbor a well of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a count of these dice equal to twice your proficiency bonus, and they fuel assorted psionic powers you have, which are detailed below .
Some of your powers expend the Psionic Energy die they use, as specified in a ability ‘s description, and you ca n’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy die when you finish a retentive perch. In accession, as a bonus action, you can regain one expended Psionic Energy die, but you ca n’t do so again until you finish a light or long rest .
When you reach certain levels in this course, the size of your Psionic Energy dice increases : at 5th level ( d8 ), 11th level ( d10 ), and 17th degree ( d12 ).
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The powers below use your Psionic Energy die .
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help : if you fail an ability check using a skill or instrument with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the see, potentially turning failure into success. You expend the die alone if the roller succeeds .
Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for repose percolation. As an legal action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a issue of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message ( no action required ), you and the other animal must be within 1 nautical mile of each other. A creature ca n’t use this telepathy if it ca n’t speak any languages, and a creature can end the telepathic connection at any time ( no action required ). You and the creature do n’t need to speak a common linguistic process to understand each other .
The first time you use this office after each long rest, you do n’t expend the Psionic Energy die. All early times you use the power, you expend the die .
besides at 3rd flush, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free pass and make the attack with that blade. This magic trick sword is a elementary melee weapon with the delicacy and throw properties. It has a normal range of 60 feet and no farseeing range, and on a reach, it deals psychic damage peer to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals price.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus military action on the like turn, provided your other hand is free to create it. The damage die of this bonus assail is 1d4, rather of 1d6 .
Starting at 9th grade, your Psychic Blades are now an expression of your psi-suffused person, giving you these powers that use your Psionic Energy die :
Homing Strikes. If you make an approach roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the act rolled to the attack hustle. If this causes the approach to hit, you expend the Psionic Energy die .
Psychic Teleportation. As a bonus military action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, improving to a number of feet away adequate to 10 times the number rolled. You then teleport to that quad, and the blade vanishes .
At 13th flush, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carry, for 1 hour or until you dismiss this effect ( no action required ). This invisibility ends early immediately after you deal damage to a animal, or you force a animal to make a save throw.
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once you use this feature, you ca n’t do then again until you finish a long lie, unless you expend a Psionic Energy die to use this feature again .
When you reach 17th level, you can sweep your Psychic Blade directly through a creature ‘s mind. When you use your psychic Blades to deal Sneak Attack damage to a animal, you can force that target to make a Wisdom saving throw ( DC equal to 8 + your proficiency bonus + your Dexterity modifier ). If the deliver fails, the prey is stunned for 1 moment. The dazed target can repeat the spare throw at the end of each of its turns, ending the impression on itself on a achiever .
once you use this feature, you ca n’t do so again until you finish a long rest, unless you expend three Psionic Energy die to use it again .