Here is my attempt to convert an Eberron classic prestige class into the 5th Edition.
The Phantom Knight During the Last War, the knight phantoms were specialized light cavalry that used phantom steeds to reach the critical point in a battle, then a combination of spellcasting and martial prowess to win the day. Part of Aundair’s famed Knights Arcane, the knight phantoms prided themselves on their ability to ride hard and reach strategic points in the battle before the enemy could — or to rescue Aundairian units in danger of being overwhelmed by the enemy. Like other members of the Knights Arcane, the knight phantoms remain in service to the Aundair crown after the end of the Last War. But their numbers are diminished, and many a knight phantom has retired — or put her war-won talents to use as an adventurer.
Knights Arcane Specialized military group headed by Lord Darro ir'Lain and loyal to the crown. They are one of Aundair's strongest and most capable units. Most members of Knights Arcane are Fighters with the Martial Archetype of the Eldritch Knight found in Player's Handbook, pg. 74. The Knight Phantom described here is an even more specialised unit of this organization.
The Code of Conduct Phantom Knights are no traditional wizards. They use magic in order to retrieve persons or items for the Crown, or take over strategic locations long before allies and enemies arrive. It is imperative for their duties that they are quick and effective. The Knight Phantoms always consider the demands of a mission and prepare their spells in order to evade capture, do the job efficiently, and ideally survive the process, because failure often means death. Captivity is not an option for them, and it is expected that no one will come after a captive Knight Phantom to stage a rescue — if one is captured, they have no recourse but escape on their own and report their failure back to Aundair.
Knight Phantom Spellboook Knight Phantoms receive extensive training, both physical and magical, but focus particularly on a set of spells that are considered of paramount importance. Each receives a spellbook that includes those spells, and it is considered a violation of their code of conduct to lose that spellbook or fail to prepare as many of those spells as the Knight Phantom is able to, especially Phantom Steed.
Phantom Training When you adopt this tradition at 2nd level, you gain proficiency to the following: light armor, a one-handed melee weapon of your choice, and your choice of either Acrobatics or Athletics.
Also at this level the Phantom knights have already learned to master the Phantom Steed spell more than any other spell. The Phantom Steed spell is copied to your spellbook and you can cast it once without using a wizard spell slot. You do not need to memorise it in order to use this ability. You can use this ability again after you finish a long rest.
Aspect of the Phantom Starting at 2nd level, the Knight Phantom can take on a gray, semi-insubstantial appearance that allows him to move like a shadow. You activate Aspect of the Phantom as a bonus action and it lasts for a number of rounds equal to your Intelligence modifier, or until you take a bonus action to dismiss it. While in that state, your movement does not provoke Opportunity Attacks. Additionally, you hover just above the ground, ignoring difficult terrain and other impediments that don’t extend more than a few inches above the ground. You do not exert weight on the surface under you, so you can move across fragile or liquid surfaces. Using this feature in the same turn that you cast Phantom Steed allows the steed to benefit from its effects for the duration of the spell, but only while you're mounted on it. Once you use this feature, you cannot use it again until you finish a short or long rest.
Alacrity of the Phantom Starting at 6th level, your extensive physical training begins to synergize fully with the arcane aspects of your powers. Whenever you cast one of the Knight Phantom favored spells, or use Aspect of the Phantom or Countenance of the Phantom, and for one minute after that, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can cast Phantom Steed as if its casting time was 1 action.
Countenance of the Phantom Beginning at 10th level, when you are attacked by a creature within 60 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, as you take a ghostly pallor, dark mist surrounds you, your eyes shed a baleful red glow, smoky tendrils slither at the shadows around you, and you exhude an ominous feeling of dread. If the attack misses and the attacker is not immune to being frightened, your first attack against that attacker during your next turn has advantage. You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended. Once you use this feature, you cannot use it again until you finish a short or long rest
Blade of the Phantom Starting at 14th level, you can extend the nature of the misty arcane shadows of the Phantom into your blade, turning it gray and partially insubstantial, allowing it to swing cleanly through armor while still rending flesh. As an action, choose a target within 5 feet of you. The target must make a Dexterity saving throw against your wizard spell save DC. If it fails, you make a melee weapon attack against it as part of the same action; this attack hits automatically, and deals force damage instead of the normal damage type of the weapon — any bonus effects retain their normal type. You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
In order to read the full class details click the link at the begging of the post.
So after some feedback from the internet I added some additional features on the class.
1)I replaced the spell Passwall with Mislead at the Phantom Knights favored spell list.
2)Phantom Training When you adopt this tradition at 2nd level, you gain proficiency to the following: light armor, a one-handed melee weapon of your choice, and your choice of either Acrobatics or Athletics.
Also at this level the Phantom knights have already learned to master the Phantom Steed spell more than any other spell. The Phantom Steed spell is copied to your spellbook and you can cast it once without using a wizard spell slot. You do not need to memorise it in order to use this ability. You can use this ability again after you finish a long rest.
3)Countenance of the Phantom Beginning at 10th level, when you are attacked by a creature within 60 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, as you take a ghostly pallor, dark mist surrounds you, your eyes shed a baleful red glow, smoky tendrils slither at the shadows around you, and you exhude an ominous feeling of dread. If the attack misses and the attacker is not immune to being frightened, your first attack against that attacker during your next turn has advantage. You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended. Once you use this feature, you cannot use it again until you finish a short or long rest
Here is my attempt to convert an Eberron classic prestige class into the 5th Edition.
The Phantom Knight
During the Last War, the knight phantoms were specialized light cavalry that used phantom steeds to reach the critical point in a battle, then a combination of spellcasting and martial prowess to win the day. Part of Aundair’s famed Knights Arcane, the knight phantoms prided themselves on their ability to ride hard and reach strategic points in the battle before the enemy could — or to rescue Aundairian units in danger of being overwhelmed by the enemy.
Like other members of the Knights Arcane, the knight phantoms remain in service to the Aundair crown after the end of the Last War. But their numbers are diminished, and many a knight phantom has retired — or put her war-won talents to use as an adventurer.
Knights Arcane
Specialized military group headed by Lord Darro ir'Lain and loyal to the crown. They are one of Aundair's strongest and most capable units. Most members of Knights Arcane are Fighters with the Martial Archetype of the Eldritch Knight found in Player's Handbook, pg. 74. The Knight Phantom described here is an even more specialised unit of this organization.
The Code of Conduct
Phantom Knights are no traditional wizards. They use magic in order to retrieve persons or items for the Crown, or take over strategic locations long before allies and enemies arrive. It is imperative for their duties that they are quick and effective. The Knight Phantoms always consider the demands of a mission and prepare their spells in order to evade capture, do the job efficiently, and ideally survive the process, because failure often means death. Captivity is not an option for them, and it is expected that no one will come after a captive Knight Phantom to stage a rescue — if one is captured, they have no recourse but escape on their own and report their failure back to Aundair.
Knight Phantom Spellboook
Knight Phantoms receive extensive training, both physical and magical, but focus particularly on a set of spells that are considered of paramount importance. Each receives a spellbook that includes those spells, and it is considered a violation of their code of conduct to lose that spellbook or fail to prepare as many of those spells as the Knight Phantom is able to, especially Phantom Steed.
Knight Phantom Favored Spells
Level | Spells |
1st Expeditious Retreat
2nd Misty Step
3rd Phantom Steed
4th Dimension Door
5th Mislead
Phantom Training
When you adopt this tradition at 2nd level, you gain proficiency to the following: light armor, a one-handed melee weapon of your choice, and your choice of either Acrobatics or Athletics.
Also at this level the Phantom knights have already learned to master the Phantom Steed spell more than any other spell. The Phantom Steed spell is copied to your spellbook and you can cast it once without using a wizard spell slot. You do not need to memorise it in order to use this ability. You can use this ability again after you finish a long rest.
Aspect of the Phantom
Starting at 2nd level, the Knight Phantom can take on a gray, semi-insubstantial appearance that allows him to move like a shadow. You activate Aspect of the Phantom as a bonus action and it lasts for a number of rounds equal to your Intelligence modifier, or until you take a bonus action to dismiss it. While in that state, your movement does not provoke Opportunity Attacks. Additionally, you hover just above the ground, ignoring difficult terrain and other impediments that don’t extend more than a few inches above the ground. You do not exert weight on the surface under you, so you can move across fragile or liquid surfaces.
Using this feature in the same turn that you cast Phantom Steed allows the steed to benefit from its effects for the duration of the spell, but only while you're mounted on it.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Alacrity of the Phantom
Starting at 6th level, your extensive physical training begins to synergize fully with the arcane aspects of your powers. Whenever you cast one of the Knight Phantom favored spells, or use Aspect of the Phantom or Countenance of the Phantom, and for one minute after that, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, you can cast Phantom Steed as if its casting time was 1 action.
Countenance of the Phantom
Beginning at 10th level, when you are attacked by a creature within 60 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, as you take a ghostly pallor, dark mist surrounds you, your eyes shed a baleful red glow, smoky tendrils slither at the shadows around you, and you exhude an ominous feeling of dread.
If the attack misses and the attacker is not immune to being frightened, your first attack against that attacker during your next turn has advantage.
You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended.
Once you use this feature, you cannot use it again until you finish a short or long rest
Blade of the Phantom
Starting at 14th level, you can extend the nature of the misty arcane shadows of the Phantom into your blade, turning it gray and partially insubstantial, allowing it to swing cleanly through armor while still rending flesh. As an action, choose a target within 5 feet of you. The target must make a Dexterity saving throw against your wizard spell save DC. If it fails, you make a melee weapon attack against it as part of the same action; this attack hits automatically, and deals force damage instead of the normal damage type of the weapon — any bonus effects retain their normal type.
You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
In order to read the full class details click the link at the begging of the post.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83
At length, I like this one more than your Bone Knight. :)
Reading it again, I wonder if Mislead would be a better fit than Passwall for their 5th level favored slot.
You know I was thinking about the same, I totally agree with you. Will do the change right away ;)
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83
So after some feedback from the internet I added some additional features on the class.
1)I replaced the spell Passwall with Mislead at the Phantom Knights favored spell list.
2)Phantom Training
When you adopt this tradition at 2nd level, you gain proficiency to the following: light armor, a one-handed melee weapon of your choice, and your choice of either Acrobatics or Athletics.
Also at this level the Phantom knights have already learned to master the Phantom Steed spell more than any other spell. The Phantom Steed spell is copied to your spellbook and you can cast it once without using a wizard spell slot. You do not need to memorise it in order to use this ability. You can use this ability again after you finish a long rest.
3)Countenance of the Phantom
Beginning at 10th level, when you are attacked by a creature within 60 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, as you take a ghostly pallor, dark mist surrounds you, your eyes shed a baleful red glow, smoky tendrils slither at the shadows around you, and you exhude an ominous feeling of dread.
If the attack misses and the attacker is not immune to being frightened, your first attack against that attacker during your next turn has advantage.
You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended.
Once you use this feature, you cannot use it again until you finish a short or long rest
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83