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Rogues inDungeons & Dragonshave a ton of tools in their collective arsenal. They’re adept at picking locks, picking pockets, and sneaking around with their impressive stealth skills. What if we told you that they can add their brains to their bags of tricks?
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Soulknife rogues can conjure blades made out of psychic energy. They can also communicate telepathically with the rest of their party members, read minds, and stun their foes. Later abilities even allow them to teleport. If the dice aren’t working in their favor, they can use their Psionic Power to change the outcome in their favor. That’s only the beginning.
Best Species For Soulknife Rogues
Almost any speciesin Dungeons & Dragons has thepotential to make a good soulknife rogue, however, some lend themselves better to it than others. Here are a few species whose innate skills will help you make the most out of this class.
Description
Feral Tiefling
Feral tieflings have darkvision,which is helpful when you’re skulking about in unlit areas. They also have the ability to castmagical darkness. Since even those with darkvision can’t see through it, this is theperfect recipe for quick getaways.You’ll get theThaumaturgy cantrip,which will work nicely with your rogue abilities, and if you’re hit during a fight, you can respond with aHellish Rebuke.
Goblin
While you may not associate goblins with big brain energy, they do have some impressive traits that make them good rogues. For example,they can deal extra damage to creatures that outsize them.
Ghostwise Halfling
Ghostwise halflings are nimble creatures thatcome with an innate telepathic ability. Not only does this ability fit the theme of the class, but it alsomeshes wellwith some of the features that you get as a soulknife rogue.
Kenku
Being a kenku will give youtwo extra skill proficiencies to work with. It will also allow you to give yourselfadvantage on skills that you’re proficient in. These features will let you make the most out of the soulknife rogue’s Psi-Bolstered Knack ability.
Soulknife Rogues Class Features Overview
Playing a soulknife rogue,you gain access to your Psionic Power die at level three. This ability will give you adice poolthat’sdouble your proficiency bonus. You can expend these die to perform actions such as your Psi-Bolstered Knack ability.
Best Ability Scores For Soulknife Rogues
As is the case for all rogues,Dexterity is the most important stat for the Soulknife build. Despite the blades being somewhat magical in nature,Intelligence is one of your dump stats, That is unless you’re going with an investigator-type rogue.
Putting points into your Wisdom score willmake your character more perspective. This will keep you on your toes when you’re sneaking around.You can dump Charisma unless you want to be the rogue with the silver tongue. Using your Psychic Knives will put you up close to most opponents.

Putting some of your points into Constitution score will let you tank a few hits before going down.Strength is a dump stat. In most instances, your ability scores should look something like this when you’re starting out.
8(-1)

15(+2)
14(+2)

12(+1)
13(+1)

10(+0)
Recommended Feats For Soulknife Rogue
Certain feats are a recommended staplefor most rogue builds. The great thing about playing a Soulknife rogue is that it has enough utility that you can forego the recommended in favor of getting a little more fun and creative.
Magic Initiate
Magic Initiate will allow you topick two cantrips and a 1st level spell from the druid, wizard, cleric, warlock, bard, or sorcerer list.Your spell-casting ability will depend on the class. For example, if you were to choose a warlock spell, it would be Charisma.A few recommended spell options are Mage Hand, Disguise Self, Encode Thoughts, and Unseen Servant.
Lucky
The Lucky feat will give you the chance to reroll your failed ability checks and attack rolls.This will let you save your Psionic Power Die for a rainy day.
Fey Touched
Taking the Fae Touched Feat willimprove your Intelligence, Charisma, or Wisdom score by 1. You’ll also gain the ability to use Misty Step andlearn a 1st-level spell from the enchantment or divination school of magic.
Telekinetic
The Telekinetic feat willallow you to build on your telepathic abilities even further. It’s important to note thatif you decide to take the Magic Initiate feat, you shouldn’t choose Mage Hand as one of your spellsbecause Telekinetic will give it to you.
Shadow Touched
Shadow Touched willincrease your Intelligence, Charisma, or Wisdom score by one. You’ll also gain the ability to cast invisibility and learn any 1st-level spell of your choiceas long as it’s from the necromancy or illusion school of magic.
Mage Slayer
The Mage Slayer feat will allow you to use a reaction tomake a melee attack when a creature within 5 feet of you casts a spell.Mage Slayer and the Invisibility spell make a potent combination.
By combiningMage Slayer and invisibility, you can catch a spell caster off guard. They won’t see your dagger coming. As a bonus action,Telekineticwill allow you to shove a creature that gets too close to you. You could also shove them off a ledge.
Having access toMisty Step via the Fae Touched featwill give you some control over the battlefield. If one of your comrades is flanking an enemy, you can Misty Step in to get in on the action with aSneak Attackor you can Misty Step out of a group of enemies if need be.