SOULKNIFE Rogue D&D 2024 Subclass (Psychic Blades RULE!!)
Автор: Green & Garb
Загружено: 2024-10-10
Просмотров: 4691
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🗡️ D&D 2024 Rogue Soulknife Subclass Breakdown! 🗡️
In this video, we explore the Soulknife Rogue subclass in the 2024 D&D Players Handbook. We go through all the abilities from levels 3 to 17, discuss its new features, and how it stacks up against other Rogue subclasses. Ready to find out if this psychic blade-wielding Rogue is your next character?
Timestamps
0:00 - 0:10: Introduction to Soulknife Rogue
0:10 - 0:29: Overview of the 2024 Soulknife Subclass
0:29 - 1:01: Level 3: Psionic Power
1:01 - 1:35: Level 3: Bolstered Knack
1:35 - 2:01: Level 3: Psychic Whispers
2:01 - 2:40: Level 3: Psychic Blades
2:40 - 3:59: Level 9: Soul Blades
3:59 - 5:05: Level 13: Psychic Veil
5:05 - 5:36: Level 17: Rend Mind
5:36 - 6:41: Discussion on Strengths and Flavor
6:41 - 7:22: Tier Ranking and Final Thoughts
7:22 - 8:03: Closing Remarks and Channel Support
Key Abilities
Psionic Power (Level 3): Gain a pool of psionic energy dice (starting as d6s) that fuel your subclass abilities. The size and number of dice increase as you level up, offering a flexible resource to power your psionic techniques.
Bolstered Knack (Level 3): If you fail an ability check using a skill or tool in which you have proficiency, roll a psionic energy die and add the result to the check. The die is only expended if the roll turns a failure into a success, providing a boost to your skill-related activities.
Psychic Whispers (Level 3): As a magic action, establish telepathic communication between you and a number of creatures equal to your proficiency bonus within one mile. This telepathy lasts for a number of hours equal to a roll of your psionic energy die. This two-way communication can be incredibly useful in adventures that involve stealth, infiltration, or splitting the party.
Psychic Blades (Level 3): Manifest blades of psychic energy as simple melee weapons. They have finesse and can be thrown, dealing psychic damage that bypasses typical resistances. After making an attack, you can use a bonus action to throw a second blade, allowing you to wield psychic blades as a versatile, deadly weapon.
Soul Blades (Level 9): Gain new powers for your psychic blades:
Homing Strikes: If you miss with an attack using your psychic blades, roll a psionic energy die to add to the attack roll, potentially turning it into a hit.
Psychic Teleportation: As a bonus action, manifest a psychic blade and throw it to an unoccupied space within a distance equal to 10 times the roll of your psionic energy die. You teleport to that space, offering a dynamic way to move around the battlefield or reach otherwise inaccessible locations.
Psychic Veil (Level 13): Use a magic action to become invisible for 1 hour or until you deal damage. This ability allows the Rogue to engage in stealth missions or reconnaissance, and it's perfect for setting up surprise attacks.
Rend Mind (Level 17): When you deal sneak attack damage, force the target to make a Wisdom saving throw or be stunned for 1 minute. The stunned target repeats the save at the end of each of its turns. Once used, it requires a long rest or the expenditure of three psionic energy dice to use again. This ability adds incredible crowd control to the Soulknife's toolkit.
Why to Watch
In-depth Analysis: A detailed look at the abilities from levels 3 to 17 for the Soulknife subclass.
Flavor & Roleplay: Exploration of the subclass's rich psionic flavor, offering unique roleplay opportunities.
Combat Utility: Discussion of how the Soulknife's abilities provide both offensive and defensive tactics in combat.
Optimization Tips: Tips on how to maximize the subclass’s psionic abilities for both exploration and combat scenarios.
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Music by Michael Ghelfi.
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