Rogue
Base Class: Rogue

Many Phantasmal rogues are trained in hidden circles, assassin orders, or learned through near-death encounters that leave them changed in ways they cannot fully explain. Across the world, they are sought after by those who require precision without hesitation—agents capable of ending multiple lives in the span of a single breath, where other assassins would be overwhelmed by numbers or position.

Unlike those who rely solely on shadow and concealment, Phantasmal rogues learn to move as if partially untethered from the moment itself, shifting through space with uncanny fluidity. In open combat or confined spaces alike, they can appear beside one target and then another in the same instant, striking as though they are never fully in one place at all. What others call chaos, they treat as rhythm—a measured dance of death where distance, cover, and numbers lose their meaning.

How did you first learn to move this way? Was it a survival instinct born in a fight you were not meant to win, or did something in you simply begin to exist between where a strike is made and where it lands?

Whispers of the Departed

3rd-level Phantasmal feature

Echoes of the dead cling to your soul, trailing behind you like unfinished thoughts. When a creature dies within 30 feet of you, you can use your Reaction to manifest a fragment of its essence into a tiny object called a Soul Token in your free hand. The DM determines the token’s appearance or rolls on the Trinkets table.

You can possess a number of Soul Tokens equal to your proficiency bonus. If you are at your maximum, you cannot create another.

While carrying at least one Soul Token:

You have advantage on Death Saving Throws and Constitution Saving Throws.

You can destroy a Soul Token in the following ways:

Borrowed Skill. As a Bonus Action, you can destroy a token to gain one skill or tool proficiency the deceased creature possessed. You retain this proficiency until you finish a Short or Long Rest.

Graves of the Wailing. When you deal Sneak Attack damage, you can destroy a token to immediately use Graves of the Wailing without expending one of its normal uses.

Question the Dead. As an Action, you can destroy a token to ask the spirit one question. The spirit manifests briefly and answers in a language it knew in life. The spirit is under no obligation to be truthful, answers as briefly as possible, and only knows what it knew in life.

Graves of the Wailing

3rd-level Phantasmal feature

The boundary between your soul and the dead grows thin. With every precise strike, phantom echoes of yourself emerge from the veil, carrying your killing intent to those nearby.

When you hit a creature with an attack that qualifies for your Sneak Attack, you can use this feature to divide your Sneak Attack damage among multiple creatures.

Choose a number of creatures you can see within 30 feet of the original target, including the original target, up to a maximum number of creatures equal to the number of Sneak Attack dice you would roll. Distribute your Sneak Attack dice among the chosen creatures. Each creature must be assigned at least one Sneak Attack die.

As you do so, phantoms bearing your appearance instantly manifest within 5 feet of each additional creature you target. Each apparition delivers the assigned attack before fading back into the veil. Roll the assigned Sneak Attack dice for each creature separately. Each creature takes necrotic damage equal to the total rolled for the dice assigned to it.

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.

Phantasmal Incarnation

9th-Level Phantasmal Feature

Your phantoms have become more than echoes—they are vessels through which you may emerge.

Whenever you use Graves of the Wailing, after your phantoms make their attacks, you can choose one phantom and manifest in its place, teleporting to an unoccupied space within 5 feet of the creature it attacked as the phantom fades.

Additionally, the ghostly weapons wielded by your phantoms linger for a moment after striking, remaining embedded within each additional target before slowly dissolving into mist. An unnatural chill courses through those creatures, reducing its speed by an amount equal to 5 × your proficiency bonus until the start of your next turn.

Aspect of the Phantom

13th-level Phantasmal feature

You can call upon a phantom to partially possess you. As a bonus action, you assume a Phantasmal form. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

Additionally in this form, you have a flying speed of 10 feet, you can hover, and attack rolls that deal damage other than radiant damage have disadvantage against you.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your Soul Tokens as part of the bonus action you use to activate Aspect of the Phantom

Grave Finally

17th-Level Phantasmal Feature

The afterlife no longer feels distant to you—it moves with you, overlaps you, and lingers in your steps so much so that you gain the following benefits:

  • When you use Graves of the Wailing, you can expend a Soul Token as a bonus action. If you do, you may deal your full Sneak Attack damage to every creature targeted by Graves of the Wailing.
  • Any creature that takes Sneak Attack damage from you has a phantom weapon briefly embedded in its body, leaving an unnatural chill. That creature’s speed is reduced by 15 feet until the weapon fades at the start of your next turn.
  • At the end of a long rest, a soul token appears in your hand if you don’t have any soul tokens, as the afterlife drifts toward you naturally—you do not need to call it.

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7/1/2026 1:27:14 PM
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