While rarely mentioned in the sleepy hamlets where pickpockets and bandits are common enough, the thieves guilds of larger towns and cities sometimes bandy about legends of the Soul Knives. Mind-thieves who use blades of mental energy to strike their enemies down, or pilfer their thoughts.
## Psiblade
At 3rd level you learn to create a psychic construct in the form of one or more psiblades. These blades possess the dual wielding, finesse, throwing (30/60), and versatile properties and deal 1d6/1d8 psychic damage. They have no weight, and respond exclusively to your will. No other creature can ever take away or wield your psiblades.
The appearance of your psi blades is up to you. They may appear like a crystalline blade, pure psionic energy, or even exist as floating shapes that you direct with your hands like a conductor rather than something you hold. But you must have a free hand to wield a psiblade, and cannot hold anything in a hand that is wielding a psiblade.
Drawing and stowing one or more psiblades requires no action, as a simple thought brings them to your hands and dismisses them.
In addition, you gain a reservoir of psychic power. The reservoir contains a 1d6 Psi Dice, though you will gain 1 additional dice at levels 5, 10, and 15.
When you use sneak attack on a creature with your psiblade you may augment the attack by rolling a Psi Dice. Doing so reduces your sneak attack damage by half (rounded up), or forgo dealing damage completely, and forces the target to roll a saving throw against your Maneuver DC. On a failed save they become blinded, deafened, encumbered, frightened, or rattled, your choice, for a number of rounds equal to the value rolled on your Psi Dice, with a saving throw at the end of each of the creature’s turns. You may choose the creature your target is frightened of, if you choose to frighten your target.
On a roll of a 1 or a 2, the die is lost. On a roll of the maximum value of the die you instead recover one, if any, lost die. You recover all of your Psi Dice at the end of a long rest and during a short rest can trade 1 HD for 1 Psi Die. HD used in this way provide no HP recovery.
## Psychic Combat
Also at 3rd level you gain proficiency in the Awakened Mind combat tradition. This is in addition to any combat traditions that you know from other sources.
## Psionic Parry
At 9th level you gain the ability to briefly manifest your psiblade directly in line with an incoming attack. When you would be struck by an attack which deals conditional extra damage, such as a sneak attack or critical hit, you can negate the conditional extra damage by expending a psi dice as a reaction, turning a sneak attack or critical hit into a normal attack, for example.
Psi Dice expended in this way are treated as if you had rolled a 1 and are lost.
In addition, your psi-knives are treated as +1 weapons and become +2 weapons at 14th level.
## Thought Thief
At 13th level your pilfering power increases dramatically. Once per short rest when you successfully use your psiblades to perform a combat maneuver you may briefly link your mind to your target as a reaction. This ability functions as the detect thoughts spell with a maximum duration of 3 rounds. Each round you attempt to probe the creature’s mind you must make a successful attack against your target with your psiblades, rather than the target making a saving throw.
## Psychic Retreat
At 14th level, your psionic awareness grows enough to let you slip through the liminal space that borders reality. Once per long rest when you would be reduced to 0hp you may instead briefly retreat into the mindscape. Doing so makes your body appear as if it is falling out of reality. At the start of your next turn you fall back into reality adjacent to a creature of your choosing within 30ft with 1hp.