Phantom Thief

Theft is not just an action or a living for the Phantom Thief — it’s an art form. However nice the monetary reward may be, it is not as satisfying as a plan well designed and flawlessly executed. And the Phantom Thief’s plan is infallible, why else would they send a calling card announcing it? While these rogues usually steal treasure, they have been known to take other things as well: people, hearts, and the occasional life.

Level 3: Calling Card

You gain the confidence to alert your targets to your imminent success. You can send a calling card to a creature, someone from whom you plan to take something. The calling card can be a literal card, a symbol, a singing telegram — anything that marks this heist as one of your own. A card can be designed in advance, so that it only takes an action to place it. When this calling card is placed, the target becomes warned. Additionally, choose a prize you plan to take from the warned target, which might be an object, a sum of gold, or some other tangible thing.

When a target is warned, the following is true:

  • The target has advantage on Wisdom checks to detect you.
  • You can use a bonus action on your turn to frighten the target for 1 minute. The target can use its action to end this effect early, provided it can’t see you. Once you use this bonus action, you can’t use it again until you give out another calling card.
  • You can use your Sneak Attack against the target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

You can have one calling card out at a time. Your calling card ends after 24 hours or when you succeed in taking your prize, whichever comes first.

Once you warn a creature with a calling card, that creature becomes immune to the effects of your calling cards for 7 days.

Level 3: Suited for the Job

You gain proficiency with the disguise kit and two other sets of tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses your disguise kit proficiency.

You also gain a new way to use your Cunning Action feature. You can use your bonus action to don any disguise you have prepared.

Level 9: Ace in the Hole

You’re careful in your planning, even if your party may not be. If you have a calling card out, you can use a reaction when a creature starts its turn within 120 feet of you to stop the game and flash back to any moment between now and when you sent your calling card. During this flashback, you can take one full turn to set something up to help you in the present moment, such as planting a weapon or calling allies for help. Some actions taken in the flashback may require a successful ability check at the DM’s discretion. You can’t use a flashback to do something that contradicts events that have already happened.

After you use this ability, you can’t use it again until you finish a short or long rest.

Level 13: Hole Carding

You gain more power over your warned target. You can cast the scrying spell on a warned target without providing material components. Once you cast the spell with this feature, you can’t do so again until you finish a long rest.

Additionally, you and your party can’t be surprised by your warned target or forces in its employ, such as henchfolk.

Level 17: Full House

Your plans become extensive, and you can include the rest of the party. Whenever you use your Ace in the Hole feature, you can bring up to 5 other creatures with you on your flashback. Each other creatures gets one action or one bonus action, performed in the order you choose.


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