Transient Blade

Transient blades believe in a purity of mind and see its manifestation as the most appropriate tool for violence. They can shape psionic energies into a blade shrouding their hands. Transient blades often serve as spies or assassins, able to travel discreetly since they don’t need to carry a weapon.

Transient Blade Features
Transcendent LevelFeature
3rdMind Blade, Psychic Strike
10thKnife to the Soul
15thPhase Walk
18thGreater Mind Blade

Mind Blade

3rd-level Transient Blade feature

You gain the mystic arms power and can manifest it on your turn without an action. If you stop concentrating to maintain the mystic arms power, you can take a bonus action within one minute to regain the power as if you never lost concentration.

When you manifest one or two one-handed mystic weapons, you can designate one of them to deal 1d8 damage on a hit instead of 1d6. Other mystic arms features that deal damage and the damage dealt by a two-handed mystic weapon remain unchanged.

Psychic Strike

3rd-level Transient Blade feature

When you hit a creature with your mystic weapon, you can expend up to a number of power points equal to your proficiency bonus to deal 1d6 extra force damage per power point spent to the target. If your mystic weapon strikes multiple targets, you can divide the bonus damage dice among the targets as you choose.


6th-level Transient Blade feature

While you have the psionic focused condition, your mind can’t be read unless you allow it, and you also can add half your proficiency bonus on Deception, Insight, Investigation, Perception, and Stealth skill checks if you aren’t already proficient.

With or without the psionic focused condition, you have advantage on Dexterity (Stealth) checks you make to hide within a crowd, Wisdom (Perception) checks you make to determine if you’re being observed, and Charisma (Deception) checks to appear unassuming or nonthreatening.

Knife to the Soul

10th-level Transient Blade feature

Each creature damaged by your Psychic Strike feature has disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws until the start of your next turn.

Phase Walk

15th-level Transient Blade feature

As an action you take on a ghost-like form, becoming incorporeal for a number of rounds equal to your proficiency bonus, or until you use a bonus action to return to normal.

While incorporeal, you can pass through objects, surfaces, and creatures, treating their spaces as difficult terrain. You can’t end your turn in the same space as a creature, nor can you make an attack, manifest a power, or cast a spell. You can continue to concentrate on a power or spell already manifested or cast, however. Your incorporeal form has damage immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can expend 1 power point during your turn to extend the duration of your incorporeal form by 1 round. If this feature ends while you are within the same space as an object or surface, you are moved to the nearest unoccupied space without harm.

After becoming incorporeal this way, you can’t do so again until you finish a short or long rest.

Greater Mind Blade

18th-level Transient Blade feature

Whenever you manifest the mystic arms power, you manifest it with 4 extra power points of augmentations. These extra power points don’t count against the number of power points you can spend to augment a power. Moreover, the damage die of the weapon you designate when you manifest two one-handed weapons increases to 1d10.