Soul Knight Mystic

The Soul Knight Mystic wields psychic energy as both shield and sword, merging mental force with martial precision. Drawing from an ethereal vault known only to them, they summon armor and weapons forged of thought—manifesting gear they've stored across their journeys.


Their Psychic Armory takes shape in gleaming psionic plate or shimmering shields, while the Blade of Shadows cuts through foes with pure psychic intent. Each strike is guided by willpower, not steel.


As their power deepens, the Soul Knight becomes a bulwark for their companions. Psionic barriers deflect danger before it strikes, and bursts of Cerebral Surge overload the minds of enemies. In their final evolution, they seamlessly blend spellcasting and bladework—an arcane warrior sculpted from soul and focus.

Soul Knight Mystic Features By Level

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Psychic Armory
1st Level Feature
You gain proficiency with all armor, shields, and the Religion skill. When you don armor or wield a shield, it is psychically created, manifesting as shimmering energy molded to your form. This armor or shield functions as normal but is comprised of psionic energy.

As a bonus action, you can summon or dismiss this armor and shield. Summoning it requires no material components, and the armor or shield vanishes if it leaves your possession or you become unconscious.
Blade of Shadows
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Blade of Shadows
3rd Level Feature
You can cast the Shadow Blade spell at will, at your highest available spell slot level, without expending a spell slot. When you cast the spell in this way, it does not require concentration. If you learn the Shadow Blade spell, and cast it separately as normal you can duel wield the blades.
Extra Attack
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Extra Attack
6th Level Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Psionic Protection
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Psionic Protection
10th Level Feature
As a reaction, when a creature targets you or an ally within 60 feet of you with an attack, you can force it to make an Intelligence saving throw against your spell save DC. On a failed save, the creature loses the attack and cannot target the chosen creature with any attacks until the start of your next turn. A creature that succeeds on the saving throw is immune to this effect until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Cerebral Surge
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Cerebral Surge
14th Level Feature
Once per long rest, you can unleash a wave of psychic energy, forcing all creatures of your choice within a 15-foot radius to make an Intelligence saving throw against your Mystic spell save DC. On a failed save, a creature takes 4d10 psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and is not stunned.

You can use this feature again by expending a 3rd-level or higher spell slot. When you do, the psychic damage increases by 1d10 for each spell slot level above 3rd.
Battle Mage
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Battle Mage
19th Level Feature
You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a mystic spell, you can make two weapon attacks as a bonus action.