sayaijin
2020-08-17, 06:40 PM
Phantom Rogue
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts.
Tokens of the Departed
3rd-level Phantom feature
When a life ends in your presence, you are able to snatch a token from the departing soul, a sliver of its life essence. If a creature dies within 30ft of you, a soul trinket appears in your hand. The DM chooses the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to determine it. While a soul trinket is on your person, you have advantage on death saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum.
As an action, you can destroy a trinket to gain one skill or tool proficiency of your choice. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Specter's Fury
3rd-level Phantom feature
You have learned to channel the power of the soul trinkets into a spectral assault. If you make a weapon attack and you do not deal your sneak attack damage, you can destroy a trinket. If you do, a phantom duplicate of the creature the trinket was harvested from appears and deals necrotic damage to the target equal to your sneak attack. Immediately afterwards it vanishes.
Taxing Death
9th-level Phantom feature
You have learned to further extract the power of every soul fragment you claim. You may destroy a trinket to use one of the following effects:
Steal Life: You can spend a minute draining the energy from the trinket and gain temporary hit points equal to your Rogue level + your Constitution modifier.
Eyes of the Dead: Name a place the soul has seen in life and if it's the same plane of existence, you receive visual and auditory information as if you were in that place using its senses while concentrating up to ten minutes.
Query Soul: You ask a question of the soul that it must answer truthfully to the best of the knowledge it had while living. You don't need to share a language for the creature's soul to communicate, but the answer may be short and cryptic
Macabre Marrionette: You can cast Major Image without expending a spell slot. The image must be of the creature the trinket was harvested from.
Ghost Walk
13th-level Phantom feature
You can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you can destroy a trinket to assume a spectral form for 10 minutes. You gain a flying speed equal to your walking speed and can hover, and all attack rolls against you have disadvantage. You can 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 object.
One Foot in the Grave
17th-level Phantom feature
Beginning at 17th level, you remain conscious but
incapacitated when you drop to 0 hit points, and when you succeed on a death saving throw you may spend a trinket to regain 1 hit point and immediately cast the spell Blink without expending a spell slot (no action required).
http://imgur.com/a/c7TvHbO
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts.
Tokens of the Departed
3rd-level Phantom feature
When a life ends in your presence, you are able to snatch a token from the departing soul, a sliver of its life essence. If a creature dies within 30ft of you, a soul trinket appears in your hand. The DM chooses the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to determine it. While a soul trinket is on your person, you have advantage on death saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum.
As an action, you can destroy a trinket to gain one skill or tool proficiency of your choice. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Specter's Fury
3rd-level Phantom feature
You have learned to channel the power of the soul trinkets into a spectral assault. If you make a weapon attack and you do not deal your sneak attack damage, you can destroy a trinket. If you do, a phantom duplicate of the creature the trinket was harvested from appears and deals necrotic damage to the target equal to your sneak attack. Immediately afterwards it vanishes.
Taxing Death
9th-level Phantom feature
You have learned to further extract the power of every soul fragment you claim. You may destroy a trinket to use one of the following effects:
Steal Life: You can spend a minute draining the energy from the trinket and gain temporary hit points equal to your Rogue level + your Constitution modifier.
Eyes of the Dead: Name a place the soul has seen in life and if it's the same plane of existence, you receive visual and auditory information as if you were in that place using its senses while concentrating up to ten minutes.
Query Soul: You ask a question of the soul that it must answer truthfully to the best of the knowledge it had while living. You don't need to share a language for the creature's soul to communicate, but the answer may be short and cryptic
Macabre Marrionette: You can cast Major Image without expending a spell slot. The image must be of the creature the trinket was harvested from.
Ghost Walk
13th-level Phantom feature
You can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you can destroy a trinket to assume a spectral form for 10 minutes. You gain a flying speed equal to your walking speed and can hover, and all attack rolls against you have disadvantage. You can 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 object.
One Foot in the Grave
17th-level Phantom feature
Beginning at 17th level, you remain conscious but
incapacitated when you drop to 0 hit points, and when you succeed on a death saving throw you may spend a trinket to regain 1 hit point and immediately cast the spell Blink without expending a spell slot (no action required).
http://imgur.com/a/c7TvHbO