Base Class: Rogue
Shrouded in mystery and darkness, Phantom Assassins are elusive warriors who excel at striking from the shadows. Often recruited by secretive organizations and guilds, they act as spies, enforcers, or assassins, eliminating high-profile targets and gathering crucial intelligence. With a reputation for efficiency and ruthlessness, they are the embodiment of fear for those who have crossed the wrong people.
Trained in the art of deception and stealth, Phantom Assassins employ a unique combination of martial prowess and otherworldly magic. They are masters at wielding ethereal blades, imbued with the essence of shadows. Phantom Assassins are highly adaptable combatants, able to navigate the battlefield with ease, capitalizing on their enemies' vulnerabilities and turning the tide of battle in their favor. Their unparalleled stealth and agility allow them to infiltrate even the most secure locations, bypassing traps and guards alike. With the ability to slip into the Ethereal Plane, they can evade detection and strike from unexpected angles, leaving their foes disoriented and vulnerable.
The path of the Phantom Assassin is one of darkness, cunning, and solitude. Embracing this shadowy existence, they become unseen instruments of vengeance and destruction, leaving a trail of devastation in their wake. The Phantom Assassin is a symbol of the grim inevitability that awaits those who dare to cross the powerful forces they serve.
Phantom Knife
When you chose the Phantom Assassin archetype at 3rd level, you learn to create phantom knives that you can throw at your enemies (bonus action). Upon hitting an enemy it immediately deals damage equal to your DEX modifier then creates 3 phantom clones that attack the target on all sides. Each phantom clone deals 1d4 slashing damage. The phantom knife creates an additional clone at 9th, and 13th level.
You can create 3 phantom knives after every short or long rest, and all previous unused phantom knives disappear. You learn to create an additional knife at 9th, 13th, and 17th levels.
Phantom Walker
Starting at 3rd level you learn to use the distraction of death to slip into the Etherial Plane. Whenever a creature within 30 ft of you dies, you may use that opportunity to sneak into the Etherial Plane leaving a phantom clone in your place (no action required). While in the Etherial Plane, only creatures that can detect through invisibility can see and attack you. Your phantom clone remains still, and can be targeted by attacks and effects, however, does not take damage and is unaffected by special effects. Your phantom clone disappears when you exit the Etherial Plane. You can exit the Etherial Plane by choice (no action required), or by either: walking a distance equal to your movement while in the Etherial Plane, taking the attack action, or ending your next turn. At 7th level, you learn to step into the Etherial Plane without the need for death using a bonus action on your turn.
While in the Etherial Plane, you have an advantage on the next attack you make. At 13th level, you also deal an extra 4d6 slashing damage to the target, this upgrades to 7d6 at 17th.
Phantom Cutter
At 9th level, you are able to identify and take advantage of a hurt target. You gain +1 to all your attack rolls against an already wounded target.
At 13th level, you become familiar with various types of armor your enemies wear, allowing you to attack where their armor is weakest. You gain +1 to all attack rolls.
Mark of the Phantom
At 13th level, you learn to mark your targets, allowing you to deal extra damage at the end of your turn. Once per turn you may mark a target you can see within 60 ft of you (no action required). When you end your turn you activate the mark causing a phantom to emerge from it and slash the target, repeating all damage you dealt to your opponent after marking them as slashing damage. You must take a long rest before can use this again.
You gain the ability to place an extra mark on a target in between long rests at 17th level.
Phantom Blade
At 17th level, you learn to master the creation of phantom clones. Once per turn, when you deal damage with a melee weapon or a phantom knife, you can roll 1d4. You create the number of phantoms clones equal to the number you rolled. Each phantom clone you create in this way deals 1d6 slashing damage to your target.
Previous Versions
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4/2/2023 10:05:43 PM
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4/2/2023 10:07:31 PM
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Posted Dec 14, 2025I can't add this homebrew to my sublcass-- won't show up in scrolldown menu. :(
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Posted Apr 2, 2023Please let me know your thoughts on the class. Thank you.