Phantom Knight (5e Class)

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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 varients 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.

Creating a Phantom Knight[edit]


Quick Build

You can make a Phantom Knight quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Consitution. If you want to choose the Warlock Specialty, your second highest score ability should be Wisdom. Second, choose the criminal, soldier, or sage background. Third, choose a melee weapon that fits your style (Longsword for starters) and choose a ranged weapon of your style (Longbow for starters).

Class Features

As a Phantom Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Phantom Knight level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Phantom Knight level after 1st

Proficiencies

Armor: One Armor of your choice (Phantom Armor)
Weapons: Daggers, Nets, and One Melee and One Ranged (Phantom Weapons)
Tools: Disguise Kit or Poisoner's Kit
Saving Throws: Constitution, Dexterity or Strength (your choice)
Skills: Choose three from: Acrobatics, Atheletics, Deception, Intimidation, Perception, Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any Melee Weapon of your choice
  • Any Ranged Weapon of your choice (ammunition included)
  • Any Tool of your choice
  • Any armor, two daggers, and a cyrstal (arcane focus)

Table: The Phantom Knight

Level Proficiency
Bonus
Features Sneak Attack Known Spells Spell Slots Slot Level
1st +2 Spellcasting, Phantom Summoning (3) - - - -
2nd +2 Jack of All Trades, Action Surge (one use) - - - -
3rd +2 Weapon Expertise, Phantom Spectialty, Phantom Summoning (4) 1d6 1 1 1st
4th +2 Ability Score Improvement 1d6 2 1 1st
5th +3 Extra Attack (2), Phantom Summoning (5) 2d6 3 1 2nd
6th +3 Ability Score Improvement 2d6 4 1 2nd
7th +3 Weapon Expertise 3d6 5 1 3rd
8th +3 Ability Score Improvement 3d6 6 1 3rd
9th +4 Phantom Specailty Feature 4d6 7 1 4th
10th +4 Phantom Summoning (6) 4d4 7 1 4th
11th +4 Extra Attack (3) 5d6 8 2 5th
12th +4 Ability Score Improvement 5d6 8 2 5th
13th +5 Phantom Specailty Feature 6d6 9 2 5th
14th +5 Ability Score Improvement 6d6 9 2 5th
15th +5 Expertise 7d6 10 2 5th
16th +5 Ability Score Improvement, Indomitable 7d6 10 3 5th
17th +6 Phantom Specailty Feature 8d6 11 3 5th
18th +6 Elusive 8d6 11 3 5th
19th +6 Ability Score Improvement 9d6 12 3 5th
20th +6 Extra Attack (4) 9d6 12 3 5th

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Phantom Specialty[edit]

At 3rd level, you chose a Specialty. Choose between Fighter, Ranger, Rogue, and Warlock. Each Specialty will have a detailed description at the end of the class description. Your choice grants you features at 3rd level, and again at 9th, 13th, and 17th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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