sayaijin
2021-08-18, 10:53 PM
Why rework the phantom? Quite frankly, it's a very cool concept that was not well executed. In the official subclass, you don't have nearly enough options for your trinkets, and you didn't get much at level 3. A little splash damage and a floating proficiency is all that stands between the official phantom and a rogue with no subclass for the first 8 levels.
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.
Trinkets - nearly copy-pasted from the official subclass. This is the defining feature of the Phantom and it should be at level 3 just like the Swashbuckler's Rakish Audacity or the Arcane Trickster's Spellcasting.
This actually adds a bit of bookkeeping for the player to remember what trinkets they have and for the DM to decide what a creature's trinket will look like. At later levels when the trinkets do more, the DM will have to remember what the creature knew, and where it lived.
Since it's a level 3 feature instead of level 9, they only give adv on death saves, not Con. So I give the Phantom two ways to use this resource.
You gain two uses for these trinkets:
Borrowed Visage: So long as the trinket is from a small or medium creature, you can destroy it to transform yourself – including your clothing, armor, weapons, and other belongings on your person – into a duplicate of the creature while concentrating for up to 1 hour. This transformation does not grant any additional game statistics or abilities except for potentially changing your size. Starting at 7th level, you can also transform using trinkets from tiny creatures.
Borrowed Visage is kinda like a cross between wild shape and disguise self. It doesn't give any benefits other than changing your appearance and your size so you can fit in smaller spaces.
Kinda gives a faceless man from ASoIaF vibe - stealing the faces of those who die.
Specter's Fury: If you make a weapon attack and 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 and then vanishes. This uses your sneak attack for the turn.
It's worth noting that Specter's Fury still works even if you miss the attack. This is only one of two uses for the tickets that aren't dependent on the type of creature that died.
Taxing Death
9th-level Phantom feature
You gain new uses for your soul trinkets:
Eyes of the Dead: Name a place the creature has seen in life and if it's the same plane of existence, you can destroy its trinket to receive visual and auditory information as if you were in that place using its senses while concentrating up to ten minutes.
Eyes of the Dead is basically a weaker Scrying. It is dependent on the creature that died whether or not it's useful.
Steal Life: You can spend a minute draining the life force from the trinket to gain temporary hit points equal to your rogue level. This destroys the trinket.
Steal Life is the other ability that isn't directly tied to the creature. The class is melee focused, and this just gives the d8 rogue some more tankiness.
Macabre Marionette: You can destroy a trinket to cast a Major Image of the creature without expending a spell slot or material components.
Now instead of transforming yourself into a guard or an important enemy - you can just make an illusion of them.
Query Soul: You can destroy a trinket to ask a question of the soul that it must answer truthfully to the best of the knowledge it had while living. You do not need to share a language for the creature's soul to communicate, but the answer may be short and cryptic.
This is where the DM has to keep some notes about what enemies know.
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. While in this form, you gain a flying speed equal to your walking speed, you can hover, and attack rolls have disadvantage against you. 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.
This is also almost a carbon copy of the official content. The difference is you don't get a free usage - it always costs a trinket. In exchange you get a flying speed equal to your walking speed.
What Doesn't Kill You...
17-level Phantom feature
Starting at 17th level, dropping to 0 hit points does not cause you to lose consciousness, and you can still move and take actions on your turn. Moreover, if you start your turn making a death saving throw, then you gain an additional 5d6 to your sneak attack for each death saving throw you've made since last becoming unstable.
This is another big change. The entire concept of the character is that they are slowly becoming more like a ghost, and this ability rewards them for toeing the line between life and death. Mechanically you get an extra couple rounds in combat than before, and you get a damage boost.
Assuming you make three successful death saves and you're back up, then you get +5d6, +10d6, +15d6 on those three turns. If you want to gamble your life, then you could get a couple more turns from two failed saves which adds a +20d6 round and a +25d6 round. Doing so would likely kill off your character permanently, so this is the "I'm going to go all out, just this once" kinda moment.
I add the verbiage about "last became unstable" to keep them from staying at 0 hit points indefinitely and having an impossibly high, unblockable sneak attack.
So a few things that can easily be changed to tone down the subclass if it's too strong:
1) Make Specter's Fury only work if the attack hits.
2) Limit Borrowed Visage to only small and medium creatures.
3) Nerf Steal Life or remove it. It could be Prof bonus instead of Rogue level.
4) Nerf Query Soul such that you have to share a language or it can lie.
5) You can nerf ghost walk by reverting to the creepy slow fly speed.
6) Nerf What Doesn't Kill You... by lowering the bonus sneak attack dice to 3d6 per saving throw so it goes +3, +6, +9.
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.
Trinkets - nearly copy-pasted from the official subclass. This is the defining feature of the Phantom and it should be at level 3 just like the Swashbuckler's Rakish Audacity or the Arcane Trickster's Spellcasting.
This actually adds a bit of bookkeeping for the player to remember what trinkets they have and for the DM to decide what a creature's trinket will look like. At later levels when the trinkets do more, the DM will have to remember what the creature knew, and where it lived.
Since it's a level 3 feature instead of level 9, they only give adv on death saves, not Con. So I give the Phantom two ways to use this resource.
You gain two uses for these trinkets:
Borrowed Visage: So long as the trinket is from a small or medium creature, you can destroy it to transform yourself – including your clothing, armor, weapons, and other belongings on your person – into a duplicate of the creature while concentrating for up to 1 hour. This transformation does not grant any additional game statistics or abilities except for potentially changing your size. Starting at 7th level, you can also transform using trinkets from tiny creatures.
Borrowed Visage is kinda like a cross between wild shape and disguise self. It doesn't give any benefits other than changing your appearance and your size so you can fit in smaller spaces.
Kinda gives a faceless man from ASoIaF vibe - stealing the faces of those who die.
Specter's Fury: If you make a weapon attack and 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 and then vanishes. This uses your sneak attack for the turn.
It's worth noting that Specter's Fury still works even if you miss the attack. This is only one of two uses for the tickets that aren't dependent on the type of creature that died.
Taxing Death
9th-level Phantom feature
You gain new uses for your soul trinkets:
Eyes of the Dead: Name a place the creature has seen in life and if it's the same plane of existence, you can destroy its trinket to receive visual and auditory information as if you were in that place using its senses while concentrating up to ten minutes.
Eyes of the Dead is basically a weaker Scrying. It is dependent on the creature that died whether or not it's useful.
Steal Life: You can spend a minute draining the life force from the trinket to gain temporary hit points equal to your rogue level. This destroys the trinket.
Steal Life is the other ability that isn't directly tied to the creature. The class is melee focused, and this just gives the d8 rogue some more tankiness.
Macabre Marionette: You can destroy a trinket to cast a Major Image of the creature without expending a spell slot or material components.
Now instead of transforming yourself into a guard or an important enemy - you can just make an illusion of them.
Query Soul: You can destroy a trinket to ask a question of the soul that it must answer truthfully to the best of the knowledge it had while living. You do not need to share a language for the creature's soul to communicate, but the answer may be short and cryptic.
This is where the DM has to keep some notes about what enemies know.
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. While in this form, you gain a flying speed equal to your walking speed, you can hover, and attack rolls have disadvantage against you. 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.
This is also almost a carbon copy of the official content. The difference is you don't get a free usage - it always costs a trinket. In exchange you get a flying speed equal to your walking speed.
What Doesn't Kill You...
17-level Phantom feature
Starting at 17th level, dropping to 0 hit points does not cause you to lose consciousness, and you can still move and take actions on your turn. Moreover, if you start your turn making a death saving throw, then you gain an additional 5d6 to your sneak attack for each death saving throw you've made since last becoming unstable.
This is another big change. The entire concept of the character is that they are slowly becoming more like a ghost, and this ability rewards them for toeing the line between life and death. Mechanically you get an extra couple rounds in combat than before, and you get a damage boost.
Assuming you make three successful death saves and you're back up, then you get +5d6, +10d6, +15d6 on those three turns. If you want to gamble your life, then you could get a couple more turns from two failed saves which adds a +20d6 round and a +25d6 round. Doing so would likely kill off your character permanently, so this is the "I'm going to go all out, just this once" kinda moment.
I add the verbiage about "last became unstable" to keep them from staying at 0 hit points indefinitely and having an impossibly high, unblockable sneak attack.
So a few things that can easily be changed to tone down the subclass if it's too strong:
1) Make Specter's Fury only work if the attack hits.
2) Limit Borrowed Visage to only small and medium creatures.
3) Nerf Steal Life or remove it. It could be Prof bonus instead of Rogue level.
4) Nerf Query Soul such that you have to share a language or it can lie.
5) You can nerf ghost walk by reverting to the creepy slow fly speed.
6) Nerf What Doesn't Kill You... by lowering the bonus sneak attack dice to 3d6 per saving throw so it goes +3, +6, +9.