Fighter
Base Class: Fighter

The Phantom Ronin taps into a world beyond the material, reaching into the past to draw forth ghostly versions of themselves. This power manifests as phantoms, eerie and ephemeral, that act as extensions of the Phantom Ronin's will. Each warden can command these phantoms to strike from beyond their own reach, protect allies, and even scout far-off lands, as the shades move across the battlefield with ghostly grace.

Wielding such power demands more than mere strength; it requires an iron will and a deep attunement to the spirit world. Each Phantom Ronin's journey is one of both might and insight, blending the ways of a fighter with an uncanny awareness of the ancient spirits that once roamed the earth. This balance allows them to transcend the limits of mortal reach, evoking the strength of forgotten warriors in the heat of battle.

Manifest Phantom

You tap into the spectral energy of your past, manifesting a haunting phantom of your former self. As a bonus action, you create this phantom within 30 feet of you. It mirrors your appearance and movements, flickering in and out of existence.

Your phantom has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Strike Through Time

When you make an attack, the phantom channels the might of your willpower, allowing you to unleash a second strike. You can make an additional attack from the phantom’s location. 

You can use this ability a number of times equal to your Constitution modifier (minimum of once), and you regain all uses when you finish a long rest.

Phantom Wanderer

You can send your phantom to explore vast distances, allowing it to phase through the boundaries of the material world. When your phantom is up to 1,000 feet away, you can see through its eyes and hear through its ears as it drifts like a ghost. While using this ability, you are blind and deaf to your surroundings, lost in the echoes of time. It is incorporeal and unable to interact with objects and any skills used to perceive the world around it use your modifiers (ie: Perception, investigation, etc...).

Shade Warden

As a reaction, you can send your phantom to protect an ally. Starting at 10th level, you can make your phantom throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the shade to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your shade.

Shade Restoration

By 15th level, you've learned to absorb the spiritual essence of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Shade Lord

At 18th level, you can use a bonus action to create two phantoms with your Manifest Phantom feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Strike Through Time feature left, you regain one use of that feature.

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