Base Class: Rogue
The Phantom should be a bit more thematic and more ghostly.
Whispers of the Dead
3rd-level Phantom feature
You can reach into the ethereal plane and pull expertise from the souls of the deceased. At the end of a Long Rest, choose one skill from the following list: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, or Stealth. You temporarily absorb a dead soul's lifetime of experience, gaining proficiency in that skill. You retain this stolen knowledge until you commune with a new soul during your next Long Rest.
Echoes of those who have died cling to you. You have experience with death, undead and ghostly creatures, you have advantage when making skill checks to interact with the matter.
Tokens of the Departed
3th-level Phantom feature
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 (CR>=1) you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it. A creature where you have the soul trinket of, cannot be affected by any effect, that resurrects him or makes anyone able to interact with it (like speak with dead or resurrection).
The maximum number of soul trinkets you can have at one time is equal to your proficiency bonus. If you create a soul trinket while at your maximum, an existing trinket of your choice is instantly destroyed. Additionally, you regain 1 expended soul trinket whenever you finish a Long Rest. You can use soul trinkets in the following ways:
- While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
- When you use your Attack Action and hit a creature and you would normally not be allowed to use your sneak attack you can destroy one soul trinket to apply your sneak attack anyways. If you apply sneak attack this way, the sneak attack damage is always necrotic. A single creature cannot be affected more than twice by your sneak attack per turn.
- 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. The spirit knows only what it knew in life, as determined by the DM.
- At 6th level: You can destroy one token to cast Speak With Dead (ignoring the spells components).
- At 6th level: You can destroy one token to cast Animate Dead on the corpse of that token's source (ignoring the spells components).
- At 9th level: You can now as an action try to find the soul of a dead body. You need to know the creature, the creature is willing (PC or DM decision) and the creature is not longer dead then 10 days. Roll a d20 on anything greater then 9 you succeed (you may not change the outcome or reroll but through heroic inspiration). If you succeeded you may cast Raise Dead on that creature destroying the token as spell component. (ignoring the spells component).
- At 13th level: Once per long rest you may cast Soul Cage as reaction or bonus action on one of you soul trinkets, destroying it(ignoring the spells component).
- At 13th level: You can now attempt as an action to find the soul of any dead body that is not longer dead then 10 days. Roll a d20 on everything greater then a 9 you succeed (you may not change the outcome or reroll but through heroic inspiration).
- At 17th level: You can do the d20 rolls to find a soul from this feature with advantage.
- At 17th level: You can destroy 6 token to cast True Resurrection on a dead creature, where you got the soul trinket from (ignoring the spells component).
Ghost Walk
9th-level Phantom feature
You can phase partially into the realm of the dead, becoming ghostly. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 15 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 (From the Revived)
13th-level Phantom feature
When at death’s door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with “yes,” “no,” or “unknown.” The entity answers truthfully, using the knowledge of all those who have died.
After every death saving throw you may decide to destroy one token to return to 1 HP immediately.
In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.
Ethereal Jaunt (From the Revived)
17th-level Phantom feature
Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don’t need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.
You may also use this teleport as addition to your reaction when you create a soul trinket. You distance to that dead body may not increase. If you do so, you end up in the Ethereal Plane until the beginning of you next turn.
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