Rogue
Base Class: Rogue

A phantom striker specializes in mentally domination of your opponents.

Mysterious Mind

Starting at 3rd level, you gain resistance to psychic damage, and advantage on saving throws against being charmed. Additionally, when you deal damage to a creature you have surprised, you can choose to make the damage psychic.

Phantom Form

When you choose this archetype at 3rd level, you gain the ability to become a phantom form as an action. While in the phantom form, you gain advantage on stealth checks while in dim light or darkness. Once per long rest, while in complete darkness and within 10 feet of a creature, you can use your action to Phantom Leap onto the creature. That creature has to make an Intelligence check against your Phantom save DC (8 + proficiency bonus + your Intelligence modifier) in order to notice you are in their mind. You move inside their mind for up to ten minutes. While there, you perceive what the creature perceives, and they have no idea you are inside of their mind. You can use an action on your turn to attempt to make an action or move using their body. If you do, they must make another Intelligence saving throw. On a failure, you perform the action. On a success, you leave their mind in the closest empty space to them. They can also make the save after each minute. You can leave a target's mind as a bonus action.

At level 13, you can Phantom Leap twice per long rest.

Advanced Mindbreaker

Starting at 9th level, when inside the mind of a creature, you can dominate their mind, taking full control. Once per long rest, while inside a creature's mind, you can use your action to force the creature to make an Intelligence saving throw against your Phantom save DC. Creatures that are immune to being charmed instantly succeed the saving throw. On a failure, you take full control of the creature for one minute and you use your turn to control it, determining its actions. You do not know any spells it knows, you know all languages it knows while in control of it, you have access to your rogue abilities, and you maintain your mental stats and mental proficiencies. When the creature takes any damage, it can repeat the saving throw, pushing you out of it on a success.

Phantom Movement

At 13th level, while in phantom form you can teleport from darkness to another point of dim light or darkness within 10 feet of you as a bonus action. You can also gain the benefits of the spells spider climb and water walk while in phantom form.

Last Surprise

When you reach 17th level, if a creature is surprised by you and you enter their mind, the creature instantly fails the saving throw of Advanced Mindbreaker If they are not immune to the charmed condition.

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