Base Class: Rogue
Elemental, elusive, enigmatic, your very presence practically haunts the world as you slide through the air.
The ground is an anchor, but the air is liberating to your body.
Ethereal and bouncing around as the will-o-wisp, you must avoid being tethered down or lose your very life.
Channeling the power of the void through your flesh, you take on the ethereal qualities of the void. You aren't trying to use magic from the void, you are just trying to enhance your own natural talents for being hidden. But you find out oh so much more. For even in the void there are points of light, and light can hide just as easily as shadow.
Dancing and Floating Wisps
3rd-level Phantasmal Wisp feature
Whenever you are not touching the ground, you are invisible. However once you set foot on the ground or attack you are once again seen. You do not regain your status as invisible until the beginning of your next turn should the condition of being off the ground is met. Climbing and flight are examples of how to avoid touching the ground.
Reservoirs of the Ether
3rd-level Phantasmal Wisp feature
You gain the ability to create three reservoirs of energy, known as Motes, that provide different benefits. As a bonus action, you can place a mote within 30 feet of you. You can have up to three Motes active at a time, and they last for one minute or until expended. The Motes are: Mind, Body, and Spirit. These motes grow in strength with level.
Mind: You and your allies within 30 feet of this mote gain an additional 1d6 psychic damage per rogue level added to their first attack of the turn.
Body: You and your allies within 30 feet of this mote regain 1d6 hit points per rogue level at the start of their turn.
Spirit: You and your allies within 30 feet of this mote gain 1 foot of movement per rogue level.
Will of the Wisp
9th-level Phantasmal Wisp feature
As a reaction when you are about to take damage, you may split into yourself and a spectral copy. Until the start of your next turn, all attacks against you gain added disadvantage as they change striking at the second target instead of you.
Breach in Reality
13th-level Phantasmal Wisp feature
As a bonus action, you can form a tear in the fabric of reality for a moment. As it collapses, it releases sparks of energy everywhere, blinding enemies within 60 feet for 3 turns. All enemies that are killed during this time share the blow that killed them with those still blinded.
Sol Gate
17th-level Phantasmal Wisp feature
Concentrate all your power, your action, bonus action, and reaction, into a single point. So long as you concentrate and do not use any other actions, bonus actions, or reactions, you create and hold a gate leading to the very sun itself. As light pours out of the gateway it produces a 120 foot line of 20d6 radiant damage.
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