Phantom Thief (5e Subclass)

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Phantom Thief[edit]

Rogue Subclass

The Phantom Thief focuses on stealing things of importance in an attempt to blackmail a target, or to change a targets perception on a matter or person. When a Phantom Thief becomes skilled enough, they may even be able to steal a creature's Heart. The Phantom Thief will also make contact with their inner Persona, being granted access to powerful supernatural skills.


You have trained your eyes to see the true value of objects and people with your eyes. Starting at 3rd level, you can use an action to target a creature or object to appraise them. If you appraise a creature, you know the creature type, senses, vulnerabilities, damage resistances, and damage immunities of that creature.

If you appraise an object, you know the physical properties of that object (i.e. material) as well as whether or not that object is magical. You can only appraise one creature or object at a time. If you appraise a creature or object within one round of appraising a different creature or object, you can use a bonus action to appraise the new creature or object instead.

You can use this feature a number of times equal to your Charisma modifier (minimum 1). When you finish a long rest, you regain all expended uses.


Channeling power through your new found Persona, you learn the minor illusion cantrip and one spell from the illusion school of 1st-level. This spell can be from any spell list. You can cast this spell once, without spending a spell slot, and can't do it again until you finish a long rest.

You can choose another spell of 2nd-level or lower at 9th level, at third spell of 3rd-level or lower at 13th level and a fourth spell of 4th level or lower at 17th level. You can cast each spell once, without spending a spell slot.

Charisma is your spellcasting ability for these spells.

Fast Fingers

Starting at 3rd level, you have advantage on Dexterity (Sleight of Hand) checks when attempting to steal any object that isn't worn or wielded by someone. You also gain advantage when using thieves' tools to pick locks on containers, such as chests.

In addition, you can make a Dexterity (Sleight of Hand) checks and on checks using the thieve's tools as a bonus action.

Change of Heart

Starting at 9th level, while hidden and within 5ft of a target you can use an action to attempt to steal the target's heart. The target must make a Charisma saving throw, the DC being equal to 8 + your Dexterity ability score modifier + your proficiency bonus. If they succeed, you are no longer hidden and the creature has advantage on it's next attack against you. If they fail, their heart is "taken" and they will become feared and charmed (even if regularly immune to either effect). The fear and charm effects persist for 5 rounds, regardless of whether the target takes damage or not. This ability can be used once per day until 13th level, where it can be used an additional time per day. Reanimated and Construct creatures are immune to this ability.


Starting at 13th level, you have mastered the use of the crossbow. You know a technique for loading and firing it incredibly quickly. As an action, you can fire your crossbow up to three times in quick succession. You may fire each shot at a separate target, or all three bolts at one. If you choose to shot the same target for all three shots, the last shot is made with disadvantage.

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

Phantom Thief

Starting at 17th level, you have mastered the art of disappearing and moving silently. You can use your bonus action to become invisible until you make an attack or cast a spell, or until the start of your next turn.

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