Base Class: Rogue
Phantom Blades are rogues who have learned to harness the power of the ethereal realm. They can slip into an incorporeal state, passing through solid objects and moving through the air as easily as on the ground. They are also skilled at manipulating the souls of others, inflicting damage that can only be healed by magic and even stealing the essence of those they kill.
At higher levels, Phantoms can extend their incorporeal state to allies, allowing them to fly and move through solid objects. They can also swap places with creatures, taking control of their bodies for a short time. At the pinnacle of their power, they can even steal the souls of their victims, gaining access to their memories and abilities for a limited time.
Phantoms are often loners, preferring to operate in the shadows and avoid close contact with others. They are deadly assassins and spies, able to move unseen and strike from unexpected angles. Some are drawn to the power of the ethereal realm for personal gain, while others seek to use their abilities for more noble purposes.
Wraith
Starting at 3rd level, as a bonus action, you become incorporeal, in this state, you gain flying speed equal to your walking speed and can pass through solid objects and creatures. Your incorporeal state lasts until the end of your next turn. If you end a turn inside an object, you take 1d10 force damage. In this state, attacks against you have disadvantage. This feature can be used 3 times per short rest.
Soul Strike
Starting a 3rd level, you may cause an attack to deal damage to a creature's soul. As a bonus action, you cause your next non-magical attack to damage the soul of the target creature. Attacks made in this way deal extra damage equal to 1d6 multiplied by your rogue level, and are counted as magical for the purpose of bypassing resistances and immunities. A creature damaged by this attack cannot regain any hit points until it takes a long rest. You may use this feature a number of times per long rest equal to your Proficiency modifier.
Spectral Occupation
Starting at 9th level, you may occupy the body of another creature.
If a creature is below a number of hit points equal to your Proficiency modifier plus 10, You may cause the creature to make a Wisdom saving throw against your Dexterity plus your Proficiency modifier. On a failed save, your soul enters the creature, forcing its own consciousness out of the way. When occupying a creature's body, you gain access to all of its non-magical abilities and its hit points. You can exit the creature's body at any time, appearing within 10 feet of it. If your hit points are reduced to zero while inside the body, you appear within five feet of the body in your Wraith form and are stunned for 1d4 rounds.
Alternatively, you may enter a willing creature who has any amount of hit points. If you do this, you do not take control, but you are undetectable and have access to the creature's senses.
If the creature you occupy is reduced to below 10 hit points, you are forcefully expelled in your Wraith form.
You can use this feature a number of times per long rest equal to your Proficiency modifier.
Eviction
Starting at 13th level, you learn to channel the power of the ethereal realm into your melee attacks. As an action, you can make a special melee attack with your hand against a creature within reach. If the attack hits, the target must make a Constitution saving throw against your Dexterity modifier plus your proficiency bonus. On a failed save, the target's soul is temporarily forced out of its body, and the body is pushed back 10 feet and falls unconscious. The creature is paralyzed for a number of rounds equal to your proficiency bonus. During this time, the soul is suspended in the ethereal plane and cannot take any actions, but it is still aware of its surroundings.
The target's soul returns to its body at the end of the paralysis period, or if it takes any damage which is more than its Wisdom modifier multiplied by five. This ability can be used a number of times per long rest equal to your proficiency bonus.
Soul Thief
When you reach 17th level, you are able to steal the very essence of your slain foes. When you reduce a creature to 0 hit points, you may use your action to rip its soul from its corpse. For the next minute, you gain the following benefits.
- You gain access to all of the creature's senses.
- You gain access to all of the creature's magical abilities.
- You have complete access to the creature's knowledge and memories.
When the minute is up, the creature's soul is released, and you lose the benefits. You may choose one piece of knowledge to retain after the creature's soul is released. This feature may be used a number of times per long rest equal to your Proficiency modifier.
Previous Versions
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5/2/2023 1:12:40 PM
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