Phantom Avatar Class
Phantom Avatar
The Phantom Avatar is a unique warrior bonded to a powerful spiritual entity known as a Phantom—an ethereal companion that fights alongside its summoner, amplifying their abilities and manifesting supernatural powers. Whether conjuring spectral strikes, casting potent spells through their Phantom, or shielding allies from harm, a Phantom Avatar commands the battlefield with a mix of martial prowess and mystical might. This bond is more than mere summoning; it is an extension of their soul, and together, they are far greater than the sum of their parts.
hit dice:
1d8 per Phantom Channeler level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Phantom Avatar level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons
tools:
Choose one artisan’s tool or gaming set
saving throws:
Wisdom, Charisma
skills:
Choose two from Arcana, Athletics, Insight, Intimidation, Perception, Persuasion, Religion, and Stealth
starting equipment:
-(a) a simple weapon or (b) two daggers
-(a) a scholar’s pack or (b) an explorer’s pack
-Leather armor and a component pouch
-(a) a simple weapon or (b) two daggers
-(a) a scholar’s pack or (b) an explorer’s pack
-Leather armor and a component pouch
spellcasting:
class features:
AC: 12 + your Charisma modifier
HP: Equal to yours
Speed: 30 ft.
Damage Immunities: Psychic
Proficiency Bonus: Matches yours
Attacks: The Phantom can make one melee attack using your spellcasting modifier to hit, dealing 1d6 + your Charisma modifier psychic (or another single damage type of your choice) damage. This damage increases as you gain levels, scaling at 5th, 11th, and 17th levels (2d6, 3d6, 4d6).
Spirit Strike: Empower your Phantom’s next attack to deal an additional 2d6 psychic damage. This increases to 3d6 at 11th level.
Protective Aura: Your Phantom releases an aura that grants temporary hit points equal to your Charisma modifier + level to all allies within 15 feet.
Extended Range: Your Phantom can move up to 90 feet away from you.
Glass Cannon: Increase your Phantom’s damage by 2d6, but lose 1 AC
Stalwart Protector: Your Phantom gains +2 AC but deals 1d6 less damage on attacks.
Phase Shift: As an action you can make your Phantom incorporeal for 1 minute, avoiding damage from non-magical attacks.
Accurate Strike: Your phantom gains +2 to attack rolls
Colossus: Your phantom becomes large sized and gains reach for its attacks
Permanent Flight: Your Phantom gains a flying speed equal to its walking speed.
Magical Resistances: Your Phantom gains resistance to all magical damage.
Phantom’s Strike: Once per long rest, your Phantom can make a powerful, 15 foot radius AoE attack that deals 1d6 x proficiency psychic damage. Anyone within the radius must make a dexterity saving throw against your charisma save DC. On a failure they take full damage, or half as much on a success
2nd Level - Spectral Weaponry. When your Phantom makes a melee attack, it can add 1d6 x half of proficiency rounded up additional psychic damage.
6th Level - Spirit Rush. When your Phantom moves at least 20 feet toward a creature and hits it with a melee attack, it can force the target to make a Strength saving throw (DC = 8 + proficiency bonus + your Charisma modifier) or be knocked prone. Usable once per short rest.
10th Level - Stalwart Stance. As a reaction your phantom gains resistance to bludgeoning, piercing, and slashing damage from that attack. This ability can be used a number of times equal to your proficiency
14th Level - Dual Manifestation. You can temporarily split your Phantom into two separate manifestations until your next turn. Each can take and attack action, but must target different creatures. You can choose which phantom dispels after this effect ends Usable twice per long rest.
2nd Level - Spirit Casting. Your Phantom can act as a conduit for spells, allowing you to cast spells from your position or your Phantom’s position. You gain access to a small pool of spells chosen from the Wizard or Sorcerer spell list, scaling as you level up. Charisma is your spellcasting modifier.
6th Level - Arcane Surge. Once per short rest, your Phantom can release a burst of energy, allowing you to cast a spell without expending a spell slot.
10th Level - Magic Barrier. Your Phantom can create a 10-foot-radius barrier that grants allies within it advantage on saving throws against spells. The barrier lasts for 1 minute and can be used once per long rest.
14th Level - Phantasmal Resistance. Your Phantom and all allies within 10 feet of it gain resistance to one damage type of your choice (chosen when you gain this feature).
2nd Level - Spectral Aid. Your Phantom can use its action to heal a creature within 30 feet for 2d8 x proficiency + your Charisma modifier hit points. This ability can be used a number of times equal to your charisma modifier
6th Level - Guardian’s Ward. When you or an ally within 10 feet takes damage, your Phantom can use its reaction to reduce the damage by half. Usable a number of times equal to your proficiency bonus per long rest.
10th Level - Disrupting Presence. Enemies within 10 feet of your Phantom have disadvantage on concentration checks and Wisdom saving throws.
14th Level - Spirit Bonded Recovery. When you or your Phantom is healed, you can regain additional hit points equal to half the healing received. Usable once per short rest.
Phantom Manifestation
At first level you gain access to the following abilities: Phantom Companion. You summon a Phantom, a spiritual manifestation tied to your soul. The Phantom has a physical form but is semi-corporeal and immune to most mundane effects. It acts on your initiative, taking actions as you command. Shared Health Pool. You and your Phantom share a single health pool. When either takes damage, your shared health is reduced. If the pool reaches 0 hit points, you both fall unconscious. Phantom Stats (1st Level):Spirit Path Specialization
At 2nd level, you choose a Spirit Path that shapes the focus of your Phantom’s abilities. These paths grant unique features and abilities at 2nd, 6th, 10th, and 14th levels. Consult the "Spirit Paths" section beneath the class features. 3rd Level: Channeler’s Influence You can use your action to issue special commands to your Phantom a number of tiems equal to your proficiency per logn rest:Resonant Bond
At 5th level Your Phantom gains an additional attack each turn.Avatar Manifestation
At 5th level you choose an Avatar Manifestation from the list of Phantom Avatar subclasses. You also gain upgrades from your manifestation at levels 9, 15, and 18.Phantom Modifications
At 7th level choose two upgrades from a list of enhancements to customize your Phantom:Spirit Mastery
At 11th level if your phantom, but not you, is brought to 0 hit points, you can remain up at 1 hitpoint You gain the ability to resummon your Phantom once per short rest if it is dispersed. The phantom is resummoned at the number of hit points equal to yours. Shared Senses: You can perceive the battlefield through your Phantom’s eyes.Advanced Phantom Modifications
At 13th level gain access to one of these advanced enhancements:Phantom Evolution
At 17th level choose a major enhancement that grants powerful abilities, such as permanent AoE auras, mass healing, or devastating attacks.Ascendant Bond
At 20th level you and your Phantom become one for a short period, gaining advantage on all attacks, resistance to all damage, and access to a unique, ultimate ability tied to your Spirit Path.Spirit Paths
Path of the Wraithblade
Focuses on enhancing the Phantom’s martial combat prowess.Path of the Arcane Guardian
Focuses on spellcasting and magical enhancements.Path of the Phantom Warder
Prioritizes protection, support, and utility.subclass options:
Bodhisattva Taoist Projection Kami Medium Kamuy Channeler Phantom Persona Death Sentinel Tempest Phantasm Wrathful Wraith Firestorm Phantasm Frost Phantasm
Bodhisattva Taoist Projection Kami Medium Kamuy Channeler Phantom Persona Death Sentinel Tempest Phantasm Wrathful Wraith Firestorm Phantasm Frost Phantasm
Level | Proficiency Bonus | Features | Spirit Points | Phantom Attacks |
---|---|---|---|---|
1 | +2 | Phantom Manifestation, Shared Bond | - | 1 |
2 | +2 | Spirit Path Specialization | - | 1 |
3 | +2 | Channeler’s Influence | - | 1 |
4 | +2 | Ability Score Improvement | - | 1 |
5 | +3 | Avatar Manifestation | - | 2 |
6 | +3 | Spirit Path Feature | - | 2 |
7 | +3 | Phantom Modifications | 2 | 2 |
8 | +3 | Ability Score Improvement | 2 | 2 |
9 | +4 | Avatar Manifestation | 2 | 2 |
10 | +4 | Spirit Path Feature | 3 | 2 |
11 | +4 | Spirit Mastery | 3 | 2 |
12 | +4 | Ability Score Improvement | 3 | 2 |
13 | +5 | Advanced Phantom Modifications | 4 | 2 |
14 | +5 | Spirit Path Feature | 4 | 2 |
15 | +5 | Avatar Manifestation | 4 | 2 |
16 | +5 | Ability Score Improvement | 4 | 2 |
17 | +6 | Phantom Evolution | 5 | 2 |
18 | +6 | Avatar Manifestation | 5 | 2 |
19 | +6 | Ability Score Improvement | 5 | 2 |
20 | +6 | Ascendant Bond | 6 | 2 |
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