Base Class: Fighter
The Phantom Guard controls the battlefield. It moves freely and punishes patterns, while taking on a supportive role. They are interceptors rather than tanks, disruptors rather than damage dealers.
Level 3: Guarding Blade and Shield
3rd Level Phantom Guard feature
Dashing Interception
At level 3, you learn the Interception Fighting Style. If you already have it, chose another Fighting Style from the Fighter list.
When a creature you can see attacks a target other than you, you can use your Reaction to move up to half your speed. This movement must end within 5 feet of the target. If you end your movement within range required by your Interception or Protection Fighting Style, you may immediately apply that Fighting Style to the triggering attack as a part of the same reaction. This movement does not provoke opportunity attacks.
You can use it a number of times equal to your proficiency bonus per long or short rest.
Interception
Source: Player's Handbook
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Note: Manually add the fighting style feat to your character sheet, as dndbeyond does not offer that function (hopefully) yet as part of homebrew subclasses, or use this features functions.
Delayed Strike
At level 3, once per turn when you take the Attack action, you can forgo one of your attacks to mark a creature within your weapon's reach with a Delayed Strike. You must wield a one handed melee weapon to do this.
The mark lasts until the start of your next turn.
Trigger
The first time on its turn, that a marked creature deals damage to a creature other than you , the Delayed Strike triggers afterwards. Make a melee weapon attack against the creature, provided it is within 60 feet of you. If you fall unconscious or die, roll the attack with disadvantage. Otherwise, treat an attack roll with disadvantage as a straight roll.
- On a hit, the attack deals normal weapon damage + 1d8 force damage.
- This damage increases to 2d8 at level 6, 3d8 at level 9, 3d12 at level 12, 4d12 at level 15, 5d12 at level 17 and 6d12 at level 19.
Expiration
If a Delayed Strike has not triggered by the start of your next turn, it automatically triggers then. When triggered this way, it deals only the weapon's normal damage.
Level 7: Afterimage Tactics
7th Level Phantom Guard Feature
At level 7 you have mastered the interplay of your strikes, positioning and teamplay.
You can now forgo an additional attack for an additional Delayed Strike against a different creature.
Afterimage Pressure
When a creature marked by your Delayed Strike deals no damage on its turn to a creature other than you, a latent effect is created until the start of its next turn.
The next time an ally hits that creature during this period, they may push it up to 10 feet in an unoccupied direction of their choice. This effect can only occur once per marked creature per turn.
Level 10: Strength of Unity
10th Level Phantom Guard feature
Strength of Unity
At level 10, you can now move up to your movement speed, when using Dashing Interception.
When making a Charisma, Intelligence or Wisdom saving throw, you can add your proficiency bonus to the roll, if an ally with that proficiency is within 5 feet of you.
They can add their proficiency bonus to any saving throw, you are proficient with, except for proficiencies gained by this feature.
Level 15: Perfect Coverage
15th Level Phantom Guard feature
Perfect Coverage
At level 15, when you can use your Interception or Protection Fighting Style, you may apply both Fighting Styles as part of the same reaction, provided you meet the requirements of each. Additionally, the damage reduction from the Interception Fighting Style increases to 2d10+PB. You can now use Dashing Interception any number of times without expending a use.
Level 18: Relentless Disruptor
18th Level Phantom Guard feature
Relentless Disruptor
At level 18, whenever a Delayed Strike triggers early, your movement speed increases by 10 feet until the start of your next turn. You may use this additional movement speed immediately or as part of a reaction later. Either way, it will not provoke attacks of opportunity.
A number of times, equal to your proficiency bonus per short rest, you may use the interception fighting style to reduce damage against yourself without spending a reaction. When doing so, you can also apply the protection fighting style, if its other conditions are met.
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Posted Aug 4, 2026Hi, this is my first Homebrew release.
I'm grateful for any feedback, especially regarding balancing, wording, gameplay feeling.
My goal was not to make an overloaded subclass, but one that conveys the feeling of an agile protector, that punishes enemies for choosing their best option, and thus conditions them to pick a worse one. The subclass is relatively simple, but due to its unique delayed strike, it might have some more complicated interactions.