Phantom Knight (5e Subclass)

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Phantom Knight[edit]

He walks through the city, no one stares; no one knows what he is. A small group of hooligans blocks his path, but he is having none of that today. All of a sudden, his armor and weapons appear as if they were only invisible all this time. The hooligans have messed with the wrong bull.

Phantom Knights blend with the crowds very easily. They do not appear to carry weapons nor wear armor, but this is only to mislead their targets. When they are ready to fight, they cast a spell that summons their weapon of choice and makes puts their armor on. The Phantom Knights started out as Bounty Hunters. The first Phantom Knights were mostly Fighters and Assassins, but as they gained a following, they created their own guild and had proper training and techniques derived from Battle Masters and Assassins. As time passed, rangers and spellcasters started to become Phantom Knight. This created the final two variants of Phantom Knights. Eventually, the reputation of Phantom Knight caught the eyes of Kings and Queens and soon they become more than just hired foot soldiers, but commanders and generals for entire kingdoms. They now have a guild in every big city and smaller safe houses in towns and villages. Many commoners encounter these knights all the time but never know due to their ability to hide their weapons and armor when not in combat. Many Phantom Knight still accepts bounties, but only to cope with their boredom. They care little for money and are typically in it for the challenge.

Phantom Armaments

Starting at 3rd level, you can conjure ghostly weapons and armor, made out of the essence of the ethereal plane itself.

Phantom Armor. As a bonus action, you can conjure a phantom armor. Summoning a phantom armor, gives an AC of 13 + your Dexterity modifier. While the armor is summoned, you can use a reaction to also summon a shield, that has the same properties of regular shield. You can't conjure the phantom armor if you are wearing armor.
Phantom Weapon. You can summon a phantom weapon using a bonus action. The ghost weapon causes 1d10 damage when used in one hand, and 1d12 when wielded in two hands. The damage is necrotic, regardless of the chosen form for the weapon. It has the finesse and thrown (30/60), and when thrown, it returns to your hand after the attack hit or misses.
Against ethereal or incorporeal creatures, this weapon causes force damage, rather than necrotic, and you can attack normally creatures on the ethereal plane.
Phantom Form

At 3rd level, as a bonus action, you make your body partially incorporeal, existing in both in the ethereal and the material plane. For 1 minute, you gain the following benefits:

  • while in the Phantom Form, you can move through other creatures and objects as if they were difficult terrain, taking 1d10 force damage if you end your turn inside an object.
  • You can see 60 feet into the Ethereal Plane

You can use this ability once, and regain the ability to do so after finishing a short or a long rest.

Intangible Physique

At 7th level, while you are in your phantom form and wearing your phantom armor, you become resistant to all damage from non-magical sources.

Ghostly Immunity

At 10th level, while you are in your Phantom Form, you become immune to cold, necrotic and poison damage and to the poisoned condition.

Floating Wight

At 15th level, whenever you enter in your Phantom Form, your walking movement speed is reduced to 0, and you can fly up to range equal to your regular movement speed.

Possession

At 18th level, when you are in your Phantom Form, you can possess one humanoid or non-ethereal undead creature you can see within 5 feet. The creature fails a Charisma saving throw against your spell save DC or be possessed. You now control the body, but doesn't deprive the target of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead. You retain your alignment, Intelligence, Wisdom, Charisma and class features, but otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, proficiencies or class features (if the creature has class levels).

The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappears in an unoccupied space within 5 feet of the body. The target is immune to your possession for 24 hours after succeeding on the saving throw or after the possession ends.

Once you use this feature, you can't use it again until you complete a long rest.

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