Wrathful Wraith
A spectre bound to you protects you and unleashes its vengeance upon your foes
Spectral Presence
Att 5th level your Phantom takes the form of a ghostly yūrei or wraith, exuding a haunting aura that unnerves your foes and protects you from harm.
Intangible Form: Your Phantom can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage.
Haunting Aura: Enemies within 10 feet of your Phantom must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened until the start of their next turn. An enemy that succeeds is immune to this aura for 24 hours.
Ethereal Touch
At 9th level your Phantom’s attacks and abilities can pierce the veil between life and death, weakening and terrifying those it touches.
Draining Strike: When your Phantom hits a creature with a melee attack, you can choose to inflict necrotic damage equal to 1d8 + your Charisma modifier. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have its speed reduced to 0 until the end of its next turn. This ability can be used a number of times equal to your proficiency bonus per long rest.
Soulbinding Gaze: As an action, your Phantom can fix its gaze upon a creature within 30 feet. The target must make a Wisdom saving throw or be paralyzed with fear for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Usable once per long rest.
Grudge Manifestation
At 15th level your Phantom channels its deep spiritual power, unleashing a devastating wave of ghostly energy that reflects its unresolved ties to the mortal realm.
Vengeful Wave: As an action, your Phantom releases a 30-foot cone of necrotic energy. All creatures in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, creatures take 6d8 necrotic damage and are frightened for 1 minute. On a success, they take half damage and are not frightened. The frightened condition can be ended early with a successful Wisdom save at the end of each of their turns. This ability can be used once per long rest.
Unyielding Spirit: Your Phantom becomes resistant to all non-magical damage, reflecting its incorporeal nature and connection to the spirit realm.
Spirit Dominion
At 18th level your Phantom transcends the limitations of the physical world, embodying the full power and presence of a yūrei or wraith.
Wraithform: As an action, your Phantom can enter an enhanced state for 1 minute, gaining the following benefits:
Incorporeal Movement: Your Phantom can move through solid objects and creatures without restriction and takes no damage for ending its turn inside an object.
Spirit’s Wrath: When your Phantom hits a creature, it can force the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be terrified, reducing its speed to 0 and causing it to have disadvantage on all attack rolls and saving throws until the end of its next turn.
Lingering Grudge: At the start of each of its turns, your Phantom emits a pulse of necrotic energy, dealing 3d6 necrotic damage to all enemies within 20 feet.
Once you use this feature, you cannot do so again until you finish a long rest.
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