Rogue
Base Class: Rogue

A persona is the manifestation of one's personality - their rebellious heart and malevolent inner thoughts, tamed and trained. Few people have the potential to access and control this power, and many who do never awaken to it. Sometimes, though, during an event of great injustice or betrayal, a voice can call out to their user. Should the user decide to rebel and take revenge, a contract is formed when the user rips their mask from their face. Through the pain and blood, a persona is born. Forming this contract with a persona gives the persona-user supernatural abilities, such as unnatural skill, resistance to damage, or magic. 

-This subclass is based on the game Persona 5. I do not own Persona 5 or any of its associated trademarks, I just like the game. Avatar from supersmashbrosfanon.fandom.com and zerochan.net-

Version 1.1 

  • Fixed missing avatar
  • Rewrote class descriptions
  • Added The World
  • HoR: Your mask is an arcane focus
  • HoR: Specified the number of items stored on the Phantom Thief attire
  • IAT,TAI: Add 1d6 of your persona’s damage type once per turn
  • IAT,TAI: Removed Persona’s Blessing
  • IAT,TAI - Thunder: Added Thunderclap to “Spells” on character sheet
  • Spellcasting: Fixed incorrect spell levelling
  • Exploit Weakness: Increased requisite level to 13
  • Exploit Weakness: Choose to turn your sneak attack damage into the damage type of your persona if the target is vulnerable to that damage type
  • Beneath the Mask: Reduced requisite level to 9
  • Beneath the Mask: Force a creature to make a CHA save after attacking them, revealing vulnerability on failure
  • Beneath the Mask: See the true form of a creature when you deal sneak attack
  • Beneath the Mask: Removed advantage against frightened or charmed
  • Twisted Desires: Removed ability to determine if a creature is of the good alignment
  • All-Out Attack: Doubled all damage values
  • All-Out Attack: Added CHA and prof modifier to damage
  • Grammar and phrasing

 

Heart of Rebellion

An event of great injustice has sparked the heart of rebellion within you. 

At 3rd level, as a bonus action, you may manifest or dismiss your Phantom Thief attire. Your currently equipped clothing is removed and shunted to an extradimensional space and your Phantom Thief attire is equipped. Your Phantom Thief attire is a manifestation of your rebellious spirit, and represents your idea of a rebel. This attire must include a mask, which can be used as an arcane focus.

When in your Phantom Thief attire, your identity is hidden. Another creature may try and determine your true identity with a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature is successful, switching between your Phantom Thief and civilian attire will no longer fool the creature. The same is also true for creatures who watch you change from your civilian attire to your Phantom Thief attire.

Additionally, you may store two weapons, up to twenty pieces of ammunition, one set of armour, one set of tools, and two magical items on your Phantom Thief attire. Items stored in such a way will be shunted into the extradimensional space along with your Phantom Thief attire, summoned again when you manifest it. These items must be incorporated into the attire. For example, armour must be worn, or weapons must be stored in a scabbard or quiver. 

I am Thou, Thou art I...

Thou has acquired a new vow... 

At 3rd level, create a name, appearance and personality for your persona. Choose two skills or tools to become proficient with, and one damage type for your persona. You are resistant to this damage type, but also become vulnerable to the damage type's "inverse." For example, if you choose fire damage to gain resistance to, you become vulnerable to cold damage. You gain a cantrip that deals the same damage type as your persona's damage type, which does not count towards the number of spells known. Additionally, your persona can speak whichever languages you can, and may telepathically communicate with you at any time to provide insight, advice, or commentary. 

As a bonus action, you may summon your persona until the end of your next turn. While your persona is summoned, you may add 1d6 of your persona's damage type to a damage roll once per turn. This increases to 2d6 at 8th level, 3d6 at 12th level, and 4d6 at 16th level. 

You may summon your persona 1 + Charisma modifier times per long rest. You can only summon your persona when in your Phantom Thief attire. 

Acid

Your persona's damage type is acid.
You are resistant to to acid damage.
You are vulnerable to lightning damage. 
Gain the use of Acid Splash. This does not count towards the number of spells known. 

Cold

Your persona's damage type is cold.
You are resistant to to cold damage.
You are vulnerable to fire damage.
Gain the use of Ray of Frost. This does not count towards the number of spells known.

Fire

Your persona's damage type is fire.
You are resistant to to fire damage.
You are vulnerable to cold damage.
Gain the use of Produce Flame. This does not count towards the number of spells known.

Force

Your persona's damage type is force.
You are resistant to to force damage.
You are vulnerable to psychic damage.
Gain the use of Eldritch Blast. This does not count towards the number of spells known.

Lightning

Your persona's damage type is lightning.
You are resistant to to lightning damage.
You are vulnerable to acid damage.
Gain the use of Shocking Grasp. This does not count towards the number of spells known.

Necrotic

Your persona's damage type is necrotic.
You are resistant to to necrotic damage.
You are vulnerable to radiant damage.
Gain the use of Chill Touch. This does not count towards the number of spells known.

Poison

Your persona's damage type is poison.
You are resistant to to poison damage.
You are vulnerable to thunder damage.
Gain the use of Poison Spray. This does not count towards the number of spells known.

Psychic

Your persona's damage type is psychic.
You are resistant to to psychic damage.
You are vulnerable to force damage.
Gain the use of Vicious Mockery. This does not count towards the number of spells known.

Radiant

Your persona's damage type is radiant.
You are resistant to to radiant damage.
You are vulnerable to necrotic damage.
Gain the use of Sacred Flame. This does not count towards the number of spells known.

Thunder

Your persona's damage type is thunder.
You are resistant to to thunder damage.
You are vulnerable to poison damage.
Gain the use of Thunderclap. This does not count towards the number of spells known.

Spellcasting

The link with your persona allows you to cast spells. Charisma is your spellcasting modifier. 

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer, warlock, or wizard spell list.

Cantrips

You learn three cantrips of your choice from the sorcerer, warlock, or wizard spell list. You learn another cantrip of your choice at 10th level.

Spell Slots

The Phantom Thief Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer, warlock, or wizard spells of your choice.

The Spells Known column of the Phantom Thief Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the sorcerer, warlock, or wizard spell lists. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since your magic relies on projecting your rebellious spirit into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Phantom Thief Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

Beneath the Mask

You have gained the ability to discern masks and what lies beneath them. 

At 9th level, after making an attack roll against another creature, you may use a bonus action to force that creature to make a Charisma saving throw against your spell save DC. Upon failure, you discover one vulnerability the creature possesses. If the creature does not possess any vulnerabilities, you learn one of its resistances or immunities. If the creature possesses no resistances, immunities, or vulnerabilities, the action is wasted. You may use this ability a number of times equal to half your proficiency modifier per long rest.  

Additionally, when you deal sneak attack damage to a shapechanger or creature concealed by illusion or transmutation magic, you will perceive their true form until the end of your next turn. 

Twisted Desires

Your persona gives you the ability to learn the desires of others.

At 9th level, as an action, choose a creature within 60ft.You immediately learn what item that creature desires most at that moment. This can be either a specific object (such as the Hand of Vecna), a non-specific thing (such as a pony or a stiff drink), an action or event (such as to kill you).

You may use this ability once per long rest. 

Wild Card

Your persona grows in power.

At 13th level, at the end of a long rest, you may change your persona's damage type to a different type. Additionally, while your persona is summoned, you are immune to your persona's damage type and lose its vulnerability. 

Exploit Weakness

You are able to send your persona to exploit your opponent's weakness.

At 13th level, when you deal sneak attack damage to a creature with a vulnerability the same as your persona's damage type while your persona is summoned, you may choose to convert the sneak attack damage to the damage type of your persona. 

You may use this ability once per long rest. 

All-Out Attack

You have learned to coordinate your allies and carry out a devastating attack. 

At 17th level, while your persona is summoned, you may trigger an all-out attack as an action. Choose one creature within 30ft and make an attack roll against it. If successful, you may inflict 6d12 + your Charisma modifier + your proficiency modifier of your persona's damage type, or of the damage type of the weapon you're currently wielding.

For every ally within 30ft of you who is not Incapacitated, Prone, Restrained, or Charmed or Frightened by your target, you may add 2d12 to the damage roll, for a maximum of 12d12 + your Charisma modifier + your proficiency modifier. 

You may use this ability once per long rest. 

The World

Your path to rehabilitation is complete.

At 17th level, as a bonus action, you may change your persona's damage type to a different type.

Previous Versions

Name Date Modified Views Adds Version Actions
1/10/2021 12:22:03 AM
198
9
1
Coming Soon
8/9/2021 4:30:09 PM
178
16
1.0.1
Coming Soon
Phantom Thief Image

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