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Phantom

Phantom rogues immerse themselves in the negative energy associated with death and necromancy. These rogues utilise their mystical connection with death to gain knowledge from the dead, strike at multiple enemies at once, and even empower themselves with the souls of fallen foes. With this grim power, Phantom rogues strike fear into those that stand against them.

Wails from the Grave

When you choose this archetype at 3rd level, you can channel the power of death into your strikes to harm others. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.

You can call upon this power three times, and you regain all expended uses when you finish a short or long rest. When you reach 5th level, and have no uses remaining, you can expend one use of your Cunning Tactics to use this feature again. 

Phantom Scare

Starting at 3rd level, when you perform an Uncanny Dodge, as a part of your uncanny dodge, you can momentarily embrace the powers of undeath to scare your attackers. The attacking creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier), or become frightened of you until the end of your next turn.

Shadow Blend

Beginning at 3rd level, you excel in fighting amongst other creatures, using other creatures to obscure yourself from your true targets. You gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a target creature if you are within 5 feet of it, another creature is within 5 feet of the target creature, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Whispers of the Dead

Beginning at 6th level, echoes of those who have died cling to you. You can cast the Speak with Dead spell, using Intelligence as your spellcasting ability. Once you cast this spell in this way, you must complete a long rest to use this feature again.

Tokens of the Departed

Starting at 6th level, you gain from the loss of life around you. When a creature within 30 feet of you dies, you can claim a fragment of its soul and cause it to take a physical form known as a soul trinket. 

You can use soul trinkets in the following ways:

  • Knowledge of the Dead: While a soul trinket is on your person, you gain a bonus to ability checks you’re proficient in equal to the number of soul trinkets you have. When you make an ability check that you are proficient in, you can use a bonus action to destroy one of your soul trinkets to gain advantage on the ability check.
  • Soul Mist: While a soul trinket is on your person, you gain a bonus to your AC, death saving throws, and Constitution saving throws equal to half the soul trinkets you have (rounded up).
  • Death Delivery: When you deal your Sneak Attack damage, you can destroy any number of your soul trinkets to change a single Sneak Attack damage die to a 6 for each soul trinket you destroy.

You can hold a maximum number of soul trinkets equal to your Dexterity modifier. You can only hold onto a soul momentarily. After you complete a long rest, all your soul trinkets disappear and the souls within depart.

Ghost Walk

Starting at 11th level, you can phase into the realm of the dead, becoming ghost-like. As a bonus action, you can assume a spectral form until the start of your next turn. While in this form, you have a flying speed equal to your walking speed, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects, but you take 1d10 force damage if you end your turn inside an object.

Once you use this feature, you must complete a long rest before you can use this feature again. If you have no uses of this feature remaining, you can break one of your soul trinkets as a bonus action to use this feature again.

Death Walker

Starting at 17th level, you become one with your deathly powers. You gain the following benefits:

  • Wails of Death: When you use your Wails of the Grave feature, you can target a second creature within range. This second creature can also be the initial target of your Sneak Attack. 
  • Spirit Draw: Whenever you roll initiative and have no soul tokens, you draw a forgotten lingering spirit and turn it into a soul token.  
  • Ghostly Resurrection: If you are reduced to 0 hit points, you instead drop to 1 hit point and roll your Sneak Attack dice. You gain temporary hit points equal to the amount you rolled that last for 1 hour. While you have these temporary hit points, you enter your ghost-like state from your Ghost Walk feature and remain in this state until you lose these temporary hit points. After you activate this feature, you cannot do so again until you finish a long rest.


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