Soulknife Rogue ASI Analysis Paralysis
Hello! I have a Soulknife rogue, we're about to hit level 10 in a campaign that's going to reach level 12 before it ends. That means I have two ASIs and I want to find something both fun and useful. If the flavour helps, she's a cat who was transformed into a humanoid by Fae Magic. Mechanically she's a Dhampir because she got lost in space for a long while and her Archfey thought it would be useful. It's a spelljammer campaign and there's a lot of ooze we'll be off to fight eventually. Flavourwise, she's a weird sort of creature who has 'bend the rules' magic, hence why she can stand on ceilings, manipulate luck with her psionic dice and speak into people's minds as she hides away.
The stats are as follows, 7 STR, 18 DEX, 16 CON, 8 INT, 16 WIS, 16 CHA.
She has 88HP which is about the highest of the party (which consists of a paladin, swarmkeeper ranger/fighter and an artificer), 19AC, 45ft movespeed.
For feats and items:
- Skill Expert (pre 5e24 free lv1 feat), Mobile (not Speedy), Resilient:Wisdom
- Special robes that give 13+Dex AC. Cloak of Protection. Homebrew 'Psionic Hilt' (attuned) that absorbs a weapon and grants Psychic Knives those properties; right now it's a +1 weapon that gives 1d6 fire and 1d6 fire again if an enemy hit with the weapon attacks her. Also have Boots of Elvenkind and a boon granting adv on Wisdom saves.
- We replaced Reliable Talent: instead of a flat 10 on ability checks, the Psionic Dice add half their value to the roll. 1d8 becomes 1d8+5. Found it more interesting!
- Additional Psionic Die option to cast Detect Thoughts or gain information on a condition/damage immunity.
The general strategy is to hide and dash around, so hard to hit and difficult to miss. The ranger uses commander's strike for off-turn sneaks once or twice a combat usually. Saves and Positioning are very easy for this character to accomplish with the allies and features available.
So I'm mostly looking for something to add a bit of punch and/or turn-to-turn options. Dex ASI is obviously good as it adds to everything but I was likely going to save this for level 12. Or do two dex half-feats. Getting up close and personal would be nice. I had a couple of ideas...
- Charger is easy to use and encourages melee
- The new Fairy Trickster could add some support stuff
- So could Strike of the Giants potentially
- Skulker is a bit redundant with the items at hand
- Tough, Alert, Lucky, Magic Initiate (bladetrip) all have reasonable enough arguments. I quite like MI as an option but not sure on what to choose...
- Something like Inspiring Leader wouldn't hurt but the Ranger has it already
Maybe there's a weird other option I've missed. 3rd party books or 'RAW curious' rules like Fighting Initiate are on the table too - the DM has access to many books as they're a big kickstarter fan
I've got mad analysis paralysis here, please help!
Posted Nov 10, 2025, 12:14 PM UTC