Base Class: Rogue
Phantom Rogues are masters of manipulating the boundaries between life and death, drawing upon the power of spirits and specters to aid them in their endeavors. Through their connection to the ethereal realm, they gain unique abilities to haunt their enemies, unravel secrets, and even cheat death itself.
Whispers of the Dead
With this ability, you call on the dead to imbue you with their abilities. At the end of a short or long rest, gain proficiency in one skill or tool of your choice. You lose the proficiency when you use Whispers of the Dead to choose a different skill or tool.
Wails from the Grave
At 3rd level, as you nudge someone closer to the grave, you can cause deathly wails to be heard near them. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes psychic damage equal to the roll’s total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tokens of the Departed
At 9th level, when a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket. The DM chooses the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to determine it.
While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum.
As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free.
Ghost Walk
At 13th level, you can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
Death's Friend
At level 17 your association with death has become so close that you gain the following benefits:
- When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
- At the end of a along rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.
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