Prerequisite: Requires a Constitution score of 13 or higher
Phantom Drive
Your back is to the wall, and you’re out of options. You feel a familiar pressure on your soul, and this time, but this time, you say to yourself; “Oh, what the hell?”
You’ve gained otherworldly powers by spiritual means. Be it possession, be it a ghost’s power clinging to you, something like that.
Once per long rest, you unleash the phantom energy surging through your body for 5 minutes, and enter Phantom Drive.
While in this state, you gain the following benefits:
- Darkvision up to 60ft; If you already have Darkvision, add 60ft to its range. Additionally, you can see invisible creatures and ethereal undead within 10 feet of you.
- For the duration, you have advantage on attack and magic rolls, Acrobatics, Athletics, STR, DEX, and Intimidation checks.
- Your weapon attacks (excluding enchanted or magic weapons) gain 1d10 force or necrotic damage (your choice).
- Any bludgeoning, piercing, or slashing damage you deal while in this state is counted as magical.
- Your movement speed doubles, and you can Dash or Disengage as a bonus action.
- You gain +3 to AC.
However, this does have caveats:
- If you drop out of the state before the 5 minutes are up, roll a DC14 CON save. If you fail, you are knocked Unconscious, and you take 2d8 necrotic damage. If you succeed, take 1d8 necrotic damage.
- You can no longer cast spells, with the exception of cantrips and magical items.
- You cannot enter Rage, use Innate Sorcery, or use another similar ability while this is active.
- You are classified as Undead while in this state. You are vulnerable to Radiant damage, immune to Poison, and resistant to Necrotic damage. You are also vulnerable to attacks made with silver weapons.
- You can permanently lose this feat if you are targeted / affected by the following spells, or something:
- Remove Curse
- Dispel Evil and Good
- Banishment
- Magic Circle
- If you are targeted / affected by any of these 4 spells, you must roll a DC16 CON save, otherwise you must remove this feat permanently. You also cannot enter an area affected by the Hallow spell if you are in this state.
Previous Versions
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