Order of the Phantom Warrior (5e Subclass)

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Order of the Phantom Warrior[edit]

Notice Has not been play tested yet and still working on better flavor/general descriptions.


Mystic Subclass

Mystic's of this order focus their psionic powers into creating illusions of themselves to fight with them. Bending light and space, these mystics are brilliant tacticians that use overwhelming numbers to defeat their enemies.

Weapons Master

You are proficient with martial weapons.

Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Phantom Warrior disciplines.

All Illusions

Illusions can only hold/attack with/carry the weapon you were wielding when the illusion was created. Illusions have the same move speed as you. Illusions deal 1/2 of your attack damage, and take 2 times as much damage from all types Illusion AC is equal to 10 + your Dexterity modifier. Illusions last a maximum number of rounds equal to your proficiency modifier.


Juxtapose

At 1st level, you unlock the potential to become a one man army. Your psionic power, though unpredictable, can create illusionary copies of yourself that fight with you. Whenever you or one of you illusions rolls to attack a creature, if you roll a 19 or higher or if in illusion rolls 16 or higher, create an illusion of yourself at the nearest unoccupied space to the attacked creature. The maximum number of illusions you can create in this way is equal to your Mystic level. Your control of this psionic power grows as you do, the minimum roll to create an illusion is equal to (20-your Mystic level). Whenever you or one of your illusions rolls a 20 in this way, you may regain up to 2 expended psi points.

Mental Link

Starting at 3rd level your telepathic powers grant you better control of your illusions. As a bonus action you may create a mental link to one of your illusions within 120 feet, allowing you to control its actions at will. The number of illusions you can link to at once increases to 2 at level 5, 5 at level 10, 10 at level 15 and 15 at level 20. You can create any number of mental links at a time, provided you do not create more links than your maximum number of links. You can also end any number of active links, or move them to different targets as a bonus action.

Heightened Command

Starting at 6th level you can move your illusions into fighting units. As a bonus action, you may create a unit by selecting at least 2 illusions within 120 feet of you that are no more than 5 feet apart from each other, you can select yourself when creating a unit. If you are in a unit all illusions in it will move and attack as you do, otherwise you can direct all illusions in a unit as if you were directing only one illusion. If you have a mental link with at least one illusion in a unit, all other illusions in that unit are treated as if you have a mental link with them as well, non-linked illusions in that unit do not count toward your maximum number of mental links. If one or more illusions in a unit would end their turn more than 10 feet away from any other illusion in the same unit, the unit disbands. You may use a bonus action to disband a unit.

Superior Commander

Starting at 14th level, when you are concentrating on a discipline any concentration abilities in that discipline that affect you and illusions around you no longer require concentration and only end if you chose to end it or move concentration to another discipline


DISCIPLINES:


DISPLACEMENT

Using your psionic power to influence light and space, you and your illusions are very hard to catch

Psychic Focus: While focused on this discipline you and your illusions gain +10 movement speed until the end of your turn after using one of this discipline's abilities.

Illusory Self (1): As an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion shares a space with you at all times. Each time a creature targets you with an attack during the power’s duration, roll a d20 to determine whether the attack instead targets your duplicate instead. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. Your duplicate can only be destroyed by an attack that hits it. It ignores all other damage and effects. This power ends when the duplicate is destroyed. You can have more than one duplicate created by this ability at a time. A creature is unaffected by this power if it can’t see, if it relies on sense other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Dimension Slide (2+): As a bonus action, you teleport up to 15 feet to an unoccupied space that you can see. For each additional psi point spent, the distance increases by 15 feet.

Doppelganger (2): As an action, you and any of your illusions in 25 foot radius around you teleport to a 10 foot radius area centered on a point of your choice that you can see up to 30 feet away from you in any direction. Before you and any illusions reappear, the new position of you and any illusions in the targeted area is shuffled. The path between you and the target area cannot be obstructed by any large obstacles or structures. The target area can be higher or lower than your current position as long as the entire target area fits on it and you can see an area equal to the reappearance area. You cannot teleport to an area if the amount of space needed for you and any illusions plus any creatures already in the target area are greater than the amount of space in the target area.

Phantom Swap (1+): As a bonus action, you may switch the positions of you and one of your illusions within 20 feet of you. The distance increases by 10 feet per additional psi point spent.

Vanishing Strike (3): As an action, make a melee weapon attack against a creature. After the attack, you bend the light around you, becoming invisible, and creating an illusion of yourself at your position. You remain invisible for up to 1 minute, or until you attack, cast a spell, or use a discipline.

Substitution (7): Whenever you roll to see if an attack or spell hits you, you may use your reaction to switch yourself with one of your illusions within 30 feet, the attack or spell automatically succeeds at hitting your illusion. You can't use this ability again until after your next turn.


LEGIONNAIRE

When you and your illusions fight as a unit you gain unmatched offensive power

Psychic Focus: While focused on this discipline you and your illusions gain advantage on all attack rolls against other creatures if at least three other illusions are within 5 ft. if the creature and aren't incapacitated.

Strength in Numbers (2, Conc. 1 min): For the duration of this ability you and your illusions each get +1 damage for every two illusions in a 10ft. radius around you. If an affected illusion is in a unit, double the amount of bonus damage.

Even the Odds (2, Conc. 1 min): For the duration of this ability you and all your illusions and allies in a 5 foot radius get +1 damage for every enemy in a 10ft. radius around you. If an affected illusion is in a unit, double the amount of bonus damage.

Endless Strike (4): You may use this ability as a bonus action after dealing attack damage to a creature to have all illusions within 5ft of you make an attack against that creature as their reaction.

Press the Attack (1): As an action you and your illusions in a 5ft radius of you can attack an additional time during your and their next attack action and regain a number of hit points equal to half the damage dealt by the second attack rounded up.


BULWARK

You and your illusions can fight as a tight group and protect each other

Psychic Focus: While focusing on this discipline, all ranged attack rolls against you and your illusions have disadvantage.

Strength in Numbers (2, Conc. 1 min.): For the duration of this ability you and any allied creatures or illusions in a 10ft. radius get around you +1 AC for every two illusions in a 10ft. radius around you. If an affected illusion is in a unit, you and those illusions also gain temporary hit points equal to the bonus AC gained.

Turn the Tide (2, Conc. 1 min): For the duration of this ability you and all your illusions and allies in a 5 foot radius get +1 AC for every two enemies in a 10ft. radius around you. If an affected illusion is in a unit, you and those illusions also gain temporary hit points equal to the bonus AC gained.

Share the Pain (4): Whenever you would take damage from a source you may instead equally divide the damage equally among you and any of your illusions in a 10 foot radius.

Stand Ground: (1): As an action you and your illusions in a 5 foot radius of you move into a defensive circle, gaining +1 AC per illusion and advantage on strength checks against being moved or knocked prone in any way. Due to you outward facing weapons, any creature that ends its turn in or enters a space within reach of you or your illusions weapons outside the circle must make a strength saving throw, on a failed throw the creature takes your weapon's damage and is pushed to the nearest unoccupied space outside you or your illusion's reach. If you or one of your illusions moves or is moved from its position, the ability ends and all bonuses and effects are lost. If the affected illusions are in a unit with you, you and those illusions also gain temporary hit points equal to the number of illusions.

Retaliation (4): You may use this ability as a reaction to taking attack damage from a creature within 10ft of you to have all of your illusions within 5ft of you use their reaction to make an attack against that creature.

SKIRMISHER

You and your illusions become highly mobile and can charge enemies down with ease

Psychic Focus: While focused on this discipline you and your illusions gain +10 move speed and when you or your illusions use the Dash action, difficult terrain doesn't cost you or your illusions extra movement on that turn.

Shimmering Movement (2, Conc. 1 min.): For as long as you are concentrating, if there are at least two other illusions within a 5 foot radius of you and the illusions are moving in the same direction as you, you and those illusions don’t provoke opportunity attacks from enemies.

Charge (1): You and your illusions in a 5ft radius use your action to Dash, you can then use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Inertial Strike (3): As an action you and your illusions imbue your weapons with the power of your movement. For the next attack you and each or your illusions in a 5ft radius of you make against a creature, you may add 1 damage per 10 feet you have moved this turn to the attack roll. The bonus damage from this ability is force damage.

Phantasmal Strike (1+): As an action, you vanish from your current plane of existence and appear in the Ethereal Plane. You and your illusions then return to a spot within 20ft of your original position after attacking any enemies in a line between your original position and your target position. These attacks from you and your illusions ignore the creature’s armor, requiring no attack roll. Instead, each attacked creature makes a Dexterity saving throw against this discipline. The creature has disadvantage on the saving throw if it cannot see into the Ethereal Plane. On a failed save, the creature takes the attack’s normal damage and suffers its additional effects. On a successful save, the creature takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. you may bring an number of illusions from within 10ft of you each additional psi point you spend.

Hit and Run (4): As a bonus action, if you have already moved and made an attack this turn you, any illusions that moved and attacked with you teleport back to your positions at the start of your turn.


BOMBARDIER

You can use your illusions as fuel to create powerful damaging effects

Psychic Focus: While focused on this discipline whenever one of your illusions that you can see within 60 feet of you is destroyed or its duration ends, you may cast Solar Flare on it at will but may not spend additional psi points.

Spirit Lance (1+): As an action target a creature within 50 feet of you and one of your illusions you can see within 30 feet of the target. The illusion launches its weapon at the target and deals 1d6 radiant damage per psi point and halves the target's speed until the start of your next turn. The illusion then teleports to the nearest unoccupied space to the creature and regains its weapon.

Solar Flare (1+): Target one of your illusions that you can see within 60 feet and you cause that illusion to explode in a flash of light centered on its location that deals 1d6 radiant damage per psi point spent to each creature in a 20 foot radius and they must make a constitution saving throw or be blinded until the start of your next turn. Creatures that can't see or rely on a sense other than sight, such as blindsight, can't be blinded by this effect.

Body of Light (2, Conc. 1 min.): As an action you shroud you and your illusions bodies’ in light. For the duration of the ability you and any of your illusions within 10ft of you shed dim light in a 5ft. radius and can't become invisible until the spell ends. Any creature that starts its turn within 5 ft. of you or your illusions takes 1d4 radiant damage, a creature can only take one instance of damage this way per turn. Attacks against you and any affected illusions have disadvantage for the duration of the effect. If you target an illusion effected by this with Solar Flare it deals an additional 1d6 damage and the explosion radius is increased by 10 feet. You may use a bonus action to end this effect early. If an affected illusion is in a unit with you, increase the damage dealt by it by 1d4.

Sun Ray (2, Conc. 1 min): As an action, you may sacrifice any number of your illusions that you can see and then project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 2d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature is reduced to 0 hit points from this effect or the original target succeeded the saving throw the beam continues past them until it hits another creature or it reaches 60 feet. Any additional creatures hit by the beam also must make the saving throw with the same effects for their roll. You can increase this effect’s damage by 1d6 per two illusions sacrificed.


CHAMPION OF THE SUN

Using your psionic power you augment your weapon, allowing you to deal devastating single attacks.

Psychic Focus: While focused on this discipline, once per turn you can deal an extra 1d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally or illusion of yours that isn't incapacitated.

Illuminating Strike (2, Conc. 1 min): As a bonus action, you may sacrifice any number of your illusions that you can see. The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with radiant light as you strike, The attack deals an extra 2d6 radiant damage to the target, which becomes visible if It's invisible, and the target sheds dim light in a 5ft. radius and can't become invisible until the spell ends. The damage increases by 1d6 per two illusions you sacrificed.

Blinding Strike (2, Conc. 1 min): As a bonus action, you may sacrifice any number of your illusions that you can see. The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 2d6 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. The damage increases by 1d6 per two illusions you sacrificed.

Maiming Strike (1, Conc. 1 min): As a bonus action, you infuse your weapon with psionic energy causing it to target vital points on enemies. Your next time you hit a creature before this spell ends, your attack reduces the target’s move speed by 10 and wounds them. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage and it can then make a DC 15 Constitution saving throw, ending the effect on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. A creature cannot be affected by this more than once at the same time.

Melting Strike (4, Conc. 1 min): As a bonus action you focus your light energy on your weapon, making it hot enough to melt through metal and natural armor. Your next time you hit a creature before this ability ends, you permanently reduce that creature’s AC by one.


MEDIC

You can use your psionic power to heal and protect yourself and your allies.

Psychic Focus: Any time you would roll dice to heal a creature, after the roll but before the effects happen you may choose one of the die and treat it as its maximum roll.

Healing Light (1+, Conc. 1 min): As an action you create an aura of regenerative light around you. For the duration of this ability you shed a dim light in a 20 foot radius around you. At the beginning of your turn, you and any allies within the area regain 1d4 hit points. The healing increases by 1d4 per additional psi point spent.

Shadow Wave (2+): As an action you target an ally within 60 feet of you, causing it to regain 1d6 hit points and deal radiant damage equal to 3 times the hit points gained in a 15 foot area around it. You can then repeat this effect on an ally within 30 feet of the previous target a number of times equal to the number of additional psi points spent. This ability always affects you but does not count toward the number of targets.

Transfer Life (2): As an action, you may sacrifice any number of your illusions that you can see and then target an ally within 60 feet of you. The target regains 1d8 hit points per illusion you sacrificed.

Healing in Numbers (4): As an action roll a number of d6s equal to the number of allies and your illusions within 30 feet of you. You then restore a number of hit points equal to the sum of the dice you just rolled, divided as you choose among any number of creatures that you can see within the same range.

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