Base Class: Warlock
The Rebel Phantoms are ascended folk hero spirits who delight in revealing the corruption and hypocrisies in civilized society. As such, they are most often drawn to individuals who are frustrated with certain aspects of civilized life, or are championing causes that align to a Rebel Phantom's interests.
Expanded Spell List
The following spells are added to the warlock spell list:
| Phantom Rebel Expanded Spells | |
|---|---|
| Spell Level | Spells |
| 1st | Heroism, Bane |
| 2nd | Blur, Calm emotions |
| 3rd | Fear, Haste |
| 4th | Freedom of movement, Greater invisibility |
| 5th | Passwall, Mislead |
Blessing of the Rebel Phantom
At 1st level, your patron blesses you with supernatural speed and irresistible charm. Your movement speed is equal to 30+your charisma modifier+ your proficiency
bonus. Additionally, you gain the friends cantrip, which doesn't count against the number of warlock cantrip you know. For you, when the spell ends, the target doesn't become hostile to you.
Hero of the people
Also at 1st level, Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Additionally, you gain advantage when making a charisma (persuasion) with common folk.
Quick escape
Starting 6th level, you or a creature you seen within 30 feet of you that is friendly to you, takes damage. As a reaction you or the creature to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You or the creature remain invisible until the start of your next turn or until you or the creature attack or cast harmful a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Rebel against tyranny!
At 10th level, you are able to rally your allies under the worst of circumstances. As an action, when your allies have no more than half of your hit points left, you can make a speech to inspire your allies. As long as they can hear you, your allies regain hit points equal to 1D10+your charisma modifier+your half proficiency bonus (rounded down) and any excess hit points becomes temporary hit points. In addition, your allies have advantage against being charmed or frightened for 1 minute.
Once you use this feature, you can only use this feature again after you take a long rest.
Summon rebel phantom
At 14th level, you can summon a visage of you patron to assist you. As a bonus action, you can summon the visage of your patron that last for 1 minute. When you summon your visage all hostile or evil aligned creature within a 120ft sphere must amke a dex saving throw equal to you spell save dc, on a failure, the creature takes 4D6 force damage and knock prone, on success, the creature takes half the damage and is not knock prone. Until it ends or you dismiss as a bonus action you and all your allies within a 30ft sphere gain this benefits:
- All hostile creature are charmed or frightened of you and all your allies
- The spell save DC of any hostile caster is reduced by you charisma modifier and resistance to all damage expect for force damage
- You and all your allies deal an additional 2D6+your charisma modifier of force damage
- You and all your allies gain a bonus to armor equal to your charisma modifier.
- You and all your allies gain advantage on any ability check, attack rolls and saving throw
If you are reduce to zero hit points before this feature ends, as a reaction, you can return to life to hit points equal to your hit dice and the feature ends.
Once you use this feature, you can only use this feature again after you take a long rest.
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