Fighter
Base Class: Fighter

Phantom Knights are unique fighters who navigate the thin line between the physical realm and the spirit world. With their incredible ability to harness the power of phantoms, they can conjure spectral versions of themselves—these ghostly allies not only join them in battle but also serve as shields and strategic advantages, enabling them to launch attacks from unexpected positions. Unlike mere illusions, these phantoms are real extensions of the Phantom Knight’s intent, able to block incoming strikes, bewilder enemies, and glide across the battlefield like a haunting army.

These warriors possess a deep connection to the ethereal, allowing them to manipulate their phantasmal counterparts in ways that can turn the tide of combat. The phantoms act as both protectors and distractions, creating chaos among opponents while safeguarding the Knight. This mastery over the spectral realm gives Phantom Knights a distinct edge, making them formidable adversaries who can out-maneuver and outsmart their foes with ease, all while maintaining an air of mystery and other-worldliness.

Phantom Rise

At the 3rd level, the Phantom Knight gains a unique ability that allows them to conjure a ghostly version of themselves. This spectral duplicate, as a Bonus Action, can be summoned in any unoccupied area within a 30-foot radius and remains for up to one minute, unless the Knight becomes incapacitated or decides to create another phantom. The phantom possesses the following properties:

  • It occupies its space and has AC equal to 10 + your proficiency bonus and hit points equal to twice your Fighter level. It is immune to all conditions and has resistance to all damage.
  • If it drops to 0 hit points, it vanishes. You can also dismiss it at any time (no action required).
  • If it has to make a saving throw, it uses your saving throw bonus for the roll.
  • When you take the Attack action on your turn, you can make one of your attacks from the phantom’s space instead of your own.
  • When you move, you can mentally command the phantom to move up to 30 feet in any direction (no action required).
  • As a bonus action, you can teleport, swapping places with your phantom if it is within 30 feet of you.
  • If a creature that you can see within 5 feet of your phantom moves away from it, you can use your reaction to make a melee weapon attack against that creature from the phantom’s space.

You can use Phantom Rise a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Wraithbound Strikes

At the 7th level, your bond with your phantom grows stronger, giving you an edge in combat by boosting your attacks and providing extra protection. This enhanced connection allows you to tap into the power of your phantom in exciting ways, making you a more formidable opponent on the battlefield.

  • Phantasmal Fury. Whenever you land a hit on an enemy from your phantom's space, you can unleash extra force damage that matches your Fighter level. This ability can be activated a number of times equal to your proficiency bonus per long rest.
  • Spectral Guard. If an enemy strikes you while your phantom is within 30 feet, you can use your reaction to call the phantom to your location. This attack targets your phantom instead. This can only be used to guard from one attack.

Legion of the Lost

The 10th-level Phantom Knight ability enhances your control, enabling you to call forth multiple phantoms simultaneously.

  • When you activate Phantom Rise, you can conjure two phantoms instead of just one. Both phantoms operate under the same guidelines as a single phantom, but keep in mind that you can only teleport to one of them during your turn.
  • When you launch an attack from the space of a phantom, you have the opportunity to make an extra attack from the space of another phantom in the same turn.

Ghost Step

At 15th level, the Phantom Knight gains a unique ability that enhances their ghostly essence, allowing them to glide effortlessly among their phantoms, making it tough for enemies to anticipate their next move. This spectral agility adds a layer of unpredictability to their combat style, keeping foes on their toes.

  • Ethereal Assault. This ability lets the Phantom Knight teleport using Phantom Rise and, as a bonus action, immediately follow up with a melee weapon attack from their new location. This means they can strike swiftly and unexpectedly, catching opponents off guard and maximising their offensive potential in a single turn.
  • Enduring Phantoms. Your spectral allies can linger for a full 10 minutes, allowing the Phantom Knight to focus on other aspects whether in or out of battle. Plus, the phantoms can move an extra 30 feet, enhancing their mobility and tactical options on the battlefield.

Phantom Avatar

At the 18th level, your Phantom Knight abilities reach a new height, transforming your phantoms into nearly indestructible embodiment of your willpower.

  • These phantoms are now completely immune to any attempts by enemies to dispel or otherwise dismissed them through magical means. This makes them incredibly resilient on the battlefield, allowing you to maintain your strategic advantage without worrying about your phantoms being easily taken out by opposing spells.
  • You gain the ability to connect with your phantoms in a more intimate way. By using a bonus action, you can experience the world through one of your phantoms, seeing and hearing everything as if you were right there in its space. This unique perspective not only enhances your tactical options but also enables you to launch attacks from your phantom's location, even if you can't see your target directly.
  • In a dire situation where your hit points drop to zero but you’re not outright killed, you have a lifeline. You can choose to sacrifice one of your phantoms to pull yourself back from the brink, allowing you to stabilise at 1 hit point instead. This feature can only be used once per long rest.

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