Rogue
Base Class: Rogue

In the shadows where the living and the dead intermingle, there exists a rare breed of rogue known as the Phantom Stalker. These rogues have become haunted by the lingering spirits of the ethereal plane, granting them ghost-like abilities that they wield with deadly precision and eerie grace. Whether through a brush with death, a pact with a spectral entity, or a haunting encounter, the Phantom Stalker has embraced their spectral nature, becoming a terrifying presence on the battlefield.

Phantom Stalkers move with an ethereal fluidity, slipping through walls and obstacles as if they were mist. Their ghostly powers allow them to instill fear in the hearts of their enemies, leaving behind a chilling reminder of their spectral touch. These rogues can become fully incorporeal, making them nearly impossible to harm as they glide through the material world.

Rogues who walk this path become living phantoms, embodying the fear of the unknown and the unseen. They are the whispers in the dark, the fleeting shadows, and the unseen hands that manipulate the world from beyond the veil.

Ghostly Hand

At 3rd level, you learn the Mage Hand cantrip, and it gains a ghostly appearance, resembling a translucent, ethereal hand. The hand is invisible and can perform tasks with greater precision. Additionally, you can use the hand to perform the following actions:

  • Stealthy Manipulation: You can use your Ghostly Hand to pick locks and disarm traps from a distance. You can use your Dexterity (Sleight of Hand) modifier for any checks involving the Mage Hand.
  • Frightful Grasp: As an action, you can use your Ghostly Hand to grasp a creature within 30 feet. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of the hand until the end of your next turn. 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.

Ethereal Veil

At 3rd level, you can use a bonus action to become partially ethereal, allowing you to move through creatures and objects as if they were difficult terrain. This effect lasts for up to 1 minute. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you moved. 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.

Ghostly Visage

At 9th level, you can instill fear into the hearts of your enemies. As an action, you can force a creature within 30 feet that can see you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can use this feature twice, and you regain all expended uses when you finish a long rest.

Phantom Strike

At 13th level, your attacks carry the chilling touch of the ethereal plane. When you hit a creature with a melee attack, you can choose to deal an additional 2d6 necrotic damage. The target must then make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target becomes paralyzed until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Spectral Form

At 17th level, you can become fully ethereal for a short period. As an action, you can transform into a ghostly, incorporeal form for up to 1 minute. In this form, you have resistance to all damage except force damage, you can move through creatures and objects as if they were difficult terrain, and you gain a fly speed equal to your walking speed. You can also see into the Ethereal Plane for the duration. While in this form, you can’t make attacks or cast spells. You can use this feature once, and you regain the ability to do so when you finish a long rest.

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