Fighter
Base Class: Fighter

Through the dedicated study of the ancient masters, a truly skilled fighter can gain the power to summon figments to fight for them. Calling upon the ancients and temporarily summoning their lost weapons; a Phantom Blade becomes a terrifying master of battle. They must however pace themselves as relying on the power of the fallen could lead to their undoing.

A Phantom Blade is a all-around DPS subclass for fighter that offers a variety of interesting abilities to aid in battle. The crux of the Phantom Blade is summoning their iconic Phantom Blades; phantasmal weapons that float around them. By consuming the weapon they can attack foes from far away, shield and defend themselves from attacks and even call upon the stars to decimate an area. Of course, even the power of the Phantom Blade is fleeting and they must pace themselves with their abilities, lest they get in a tight spot without having any of the Fallen Masters to hear them.

Unarmored Defense

Beginning at 3rd level, the fluid arts of the Phantom Blade give you an increased aptitude for evasion. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Art of the Phantom Blade

When you choose this archetype at 3rd level, you gain a connection to ancient, fallen masters of the blade which you can summon upon in your time of need. By studying the techniques of the Fallen Masters you can call upon figments of their weapons to augment your strikes.

Summoning Phantom Blades:

As a bonus action on your turn, you can summon the phantoms of your Fallen Master’s weapons. These often look like ghostly versions of your equipped weapon that float around you while summoned; however you can choose how you want them to appear. No matter their appearance, Phantom Blades are ethereal in nature, cannot be held and deal 1d6 + your Wisdom modifier. The damage they deal is the same as your currently equipped weapon and are considered magical for overcoming Resistances and Immunities. Additionally, when you make an attack with them, you can use your Wisdom modifier in place of your strength modifier.  Your Phantom Blades last for 1 minute, until you die, are incapacitated or have consumed your last use of Phantom Blades. Once you summon your Phantom Blades, you cannot do so again until you finish a long rest. At 10th level, you can use it twice per Long Rest and at 15th level, you can use it three times per Long Rest.

Phantom Blades:

While you have your Phantom Blades summoned, you gain access to special techniques that utilise. Once per turn, when you take the attack action, you can use a bonus action to follow up your attack with one of the following techniques. No matter which technique you use, you can use these techniques a number of times equal to your Wisdom Modifier before your Phantom Blades disappear and you must summon them again.

Phantom Blade Techniques:

Lunar Dial:

As a bonus action, you can expend one use of your Phantom Blades to have them sweep at creatures close to you. Make a single attack roll against any creatures of your choice within 10ft of you. On a hit, you deal your Phantom Blade damage.

Twilight Needle:

As a bonus action, you can expend one use of your Phantom Blades to have them strike at distant foes. Select a creature within 60ft of you and make an attack roll with your Phantom Blade. On a hit, you deal your Phantom Blade damage. You can expend additional uses of your Phantom Blade, up to your current remaining uses, to target a different creature for each expended use. Make individual attacks against those creatures, each dealing your Phantom Blade damage on a hit.

Wall of Starlight:

As a bonus action, you can expend one use of your Phantom Blades to have them circle you and try to distract attackers and block blows. Until the beginning of your next turn, the first time you are targeted by an attack, roll a d6 and subtract it from the creature’s attack roll, potentially causing the attack to miss.

Fallen Master's Study

At 7th level, you have received additional tutoring from the masters of your Phantom Blades. Choose two of of the following:

  • You learn an additional language of your choice
  • You gain proficiency with a tool of your choice
  • You gain proficiency with a skill of your choice
Language

You learn an additional language.

Skill

Choose one skill to gain proficiency.

Tool

You gain proficiency with a tool of your choice.

Stinging Sleight

Beginning at 10th level, your deflections strike at the very soul of their target. When you are targeted by an attack by a creature within 30ft of you while Wall of Starlight is active; in addition to the normal effects of the feature, you can use your reaction to have the deflecting blade strikes at the attacking creature, dealing it’s regular Phantom Blade damage.

Phantasmal Pylon

At 15th level, you gain the ability to syphon the mystical energy of Mana to empower your phantom blades. When you take damage from a spell that was cast within 60ft of you, you can use your reaction to have your phantom blades absorb the lingering magical energies. Until the end of your next turn, the next time you deal Phantom Blades damage, you deal additional damage equal to 1 + the level of the spell syphoned. This additional damage is the same type of damage the spell deals. Once you deal this damage, you cannot do so again until the end of your next turn.

Legacy of the Fallen Masters

At 18th level, your mastery over the arts of the Phantom Blade have reached a peak, enhancing your use of them. The damage dice of your Phantom Blades increase from 1d6 to 1d8. Additionally, you learn 3 more Phantom Blade Techniques. These techniques follow the same restrictions as the Phantom Blade techniques you learned at 3rd level.

Legacy Phantom Blade Techniques:

Stalwart Guardian:

As a bonus action, you can expend one use of your Phantom Blades to summon an avatar of your Fallen Master to strike at passing foes. Select a point within 120ft that you can see. The avatar appears in that square until the beginning of your next turn. The avatar has a range of 10ft and you can use your reaction to make an attack of opportunity with advantage against a creature that leaves it’s range, dealing your Phantom Blade damage on a hit.

Comet Strike:

As a bonus action, you can expend one use of your Phantom Blades to become a mote of starlight and rush at light speed to your destination. Select a point within 60ft and teleport to it. Alternatively, you can instead select a point within 30ft and teleport to it, in addition to gaining advantage on the next melee attack you make before the end of your turn.

Falling Stars:

As a bonus action, you can expend one use of your Phantom Blades to summon lines of falling stars. Select a point within 30ft to target. All creatures in a line between that point and you must make a Dexterity Saving throw. The DC is 8 + your proficiency bonus + your Wisdom Modifier. On a failed save, the creature takes radiant damage equal to your Phantom Blade damage and half damage on a successful save. You can expend additional uses of your Phantom Blade, up to your current remaining uses, to target an additional point within 30ft for each additional use expended. Creatures within the line between these points and yourself must also make the saving throw.

Stalwart Strike

The avatar has a range of 10ft and you can use your reaction to have it make an attack of opportunity with advantage against a creature that leaves it’s range, dealing your Phantom Blade damage on a hit.

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