Phantom Thief Of Hearts (5e Class)
From D&D Wiki
- 1 Phantom Thief Of Hearts
- 1.1 Creating a Phantom Thief Of Hearts
- 1.2 Class Features
- 1.2.1 Table: The Phantom Thief Of Hearts
- 1.2.2 Phantom Thief
- 1.2.3 Thieves' Cant
- 1.2.4 Sneak Attack
- 1.2.5 Cunning Action
- 1.2.6 Gun
- 1.2.7 Persona
- 1.2.8 Calling Card
- 1.2.9 SP
- 1.2.10 Ability Score Increase
- 1.2.11 Uncanny Dodge
- 1.2.12 Attack Prediction
- 1.2.13 Extra Attack
- 1.2.14 Extra Persona
- 1.2.15 All-Out Attack
- 1.2.16 Evasion
- 1.2.17 Last Surprise
- 1.2.18 Master Thief
- 1.2.19 Persona Fusion
- 1.2.20 Change Of Heart
- 1.2.21 Fast Fingers
- 1.2.22 Take Over
- 1.2.23 True Persona
- 1.2.24 Find Vitails
- 1.2.25 Momentos
- 1.2.26 Phantom Deception
- 1.2.27 Elusive
- 1.2.28 Stroke Of Luck
- 1.2.29 Persona's Instinct
- 1.2.30 River In The Desert
- 1.2.31 Satanael
- 1.3 Arsene
- 1.4 Captian Kidd
- 1.5 Carmen
- 1.6 Goemon
- 1.7 Johanna
- 1.8 Milady
- 1.9 Robin Hood
- 1.10 Multiclassing
Phantom Thief Of Hearts
|“||The bonds that you have reeled in are quite intriguing... In other words, they all have been unfairly labeled by society and are standing up against such fates. Have you noticed? Your heart seems to inspire theirs. *chuckle* Outcasts of society... In other words, you're picaresque. Deepen your bonds with them. Those will become the strength behind your rehabilitation. ...I look forward to it. I shall grant you an ability befitting of your newfound growth. Consider it a gift. May you continue devoting yourself to further rehabilitation.||”|
|—Igor, Persona 5|
Creating a Phantom Thief Of Hearts
The phantom thief of hearts usually fall into a chaotic alignment. As a phantom thief of hearts you must account for your backstory. For instance: how did you get to where you are and why did you choose to follow the path of a phantom thief?
- Quick Build
You can make a phantom thief of hearts quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Smuggler background. Third, choose Thieves Tools.
As a Phantom Thief Of Hearts you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Phantom Thief Of Hearts level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Phantom Thief Of Hearts level after 1st
Weapons: All "Finesse" or "Light" weapons
Tools: Thieves Tools
Saving Throws: Dexterity and Charisma
Skills: Choose 3 from: Acrobatics, Arcana, Deception, Insight, Investigation, Persuasion, Sleight Of Hand, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 3 daggers or (b) rapier or (c) shortsword
- Your Mask/Persona
- (a) 1d6x10 Gold or (b) A set of tarot cards
- Grappling hook and gun (1d8 fire Damage)
When you choose this class at 1st level, you have proficiency with any Finesse or Light property weapons. You also get +10 to your speed. You have advantage when you hide in dim light or darkness. You also gain 60 feet of darkvision. As a phantom thief, you are wanted by many people for the crimes you have committed
During your rogue training, you learned thieves' cant: a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves' Cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous, the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safehouse for thieves on the run.
Starting at 1st level, when you are sneaking around or hiding you can take an action, bonus action, or reaction to grab on to am enemy's head and rip off their face. By doing so, you do a certain amount of damage to them depending on your level (Listed on one of the columns on the Phantom Thief of Hearts table) and all of your attacks have advantage against your victim. If you do this, you can use a extra action to go back into hiding with advantage on a stealth check.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the dash, disengage, or hide action.
You Have 4 abilities with your gun and some can only be used when your persona is out.
Snap: You shoot one bullet from your gun, doing 1d8 fire damage.
One Shot Kill: You can deal 2d8 damage, but if your enemy survives the attack you receive disadvantage on your next shot.
Triple Down: (Requires Persona) You shoot three bullets in one turn and can target one to three creatures. You deal 1d8 damage with each bullet.
Riot Gun: (Requires Persona) You shoot a bullet that shatters upon firing, hitting all creatures in a 15 foot cone centered on you and dealing 1d6 piercing damage to all affected creatures.
At 3rd level, you chose a Persona. Choose between Arsene, Captain Kidd, Carmen, Goemon, Johanna, Milady, or Robin Hood, all of which are detailed at the end of the class description. When you choose a persona, you gain the ability to summon it and use it's abilities.
Beginning at 3rd level, you can communicate with your allies and or opponents through a calling card. The card will have a message from you on it, and they can write a message on it to reply. The calling card will appear in a free hand upon use, and will reset upon a short rest.
Every ability that requires a persona costs a certain number of SP which can be regenerated every long rest and each ability that cost SP the amount needed is listed next to the ability. You have a certain number of SP which is listed on the SP Points Column next to your level chart which increases every level. This is only in effect when your persona is out. If you where to use a ability that damages them every turn the SP cost is not used every turn the effect is on them. You can not use SP when you are unconscious, restrained, or grappled.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 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.
Starting at 4th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
When you get this ability at level 4 you can take a reaction with a DC 15 Wisdom Saving Throw If you succeed then you can dodge the attack and if your close enough counter attack if you roll a crit for this you throw the attack back at the opponent.
Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, you can chose a extra persona. You can not use both personas at the same time, as it takes one reaction or bonus action to switch personas. You get another extra persona at 10th, 15th, and 20th level.
You and three other allies do a melee attack string to all opponents in a 10 ft. radius. At 5th level, when you perform this you do 2 attacks each dealing 1d20 damage. At 10th Level you do an extra attack (3 1d20 attacks), at 15th level you do another 1d20 damage (3 2d20 attacks), and at 20th level you add another attack and an extra 2d20 damage (4 4d20). This has a recharge of 5 turns or until the end of combat (whichever is shorter) ans when you use this and it only counts for your turn and not your allies. Your persona does not change your all-out attack. All those who partake in an all-out-attack must be willing, meaning a creature under mind control cannot attack during all-out-attack. All attack modifiers when doing this are based on your attack modifiers.
Beginning at 6th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
When you get this ability at 6th level you can use this against a enemy with in 30 ft. of you to re think there attack by making them do a DC 18 intelligence saving throw. If they fail then they can not us that attack or ability for one round. If They succeed then there attack or ability attack roll or DC save is heaved for this one time. Additional you can use this so a opponent can not do a reaction or dodge this one attack. Also you can make a opponent do a DC 18 Wisdom saving throw and if they fail that one opponent can not attack for the next turn rounds. If they succeed then this does not go into effect. "You'll Never See It Coming" you can make one of your attacks or ability's surprise/frighten a opponent for 5 turns. While they are surprised you can use your sneak attack without the need to hid. You can only use this ability once per long rest.
Starting at 8th level, you can hide have advantage with stealth checks and the opponent have disadvantage with trying to see you. You can also see through any sort of mist, fog or road block but you can not see through walls. You also can see how much the price of any thing just by looking at it and you gain plus 15 to your speed. Also you get the ability to walk on walls and water and you gain the ability to sense traps near by.
Starting at 8th level you can fuse two personas into one. When you do this you make a new persona and you can chose which ability’s you what from each persona to a maximum of 5 abilities (If you are lvl 20 and Arsene is one of the personas). When you fuse this you can chose how many ability’s you get based on what level you are and if you get a new ability from the persona you can chose which one you what. You can also defuse personas as a action and fuse personas as a 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 DC8 + Sleight of Hand + Proficiency Wisdom saving throw. 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 11th level, you have advantage on Sleight of Hand checks when attempting to steal any non-equipped item off of a target or steal items off of shelves, tables and the like (as long as they are not to large, at the DMs discretion). You also gain advantage when using Thieves' Tools to pick locks on containers, such as chests.
Starting at 11th level you can rise up 5 skeletons in a 30 ft. radius to serve under your control if there are skeletons in that range of you. Additionally you can have your persona fully take you over for 5 turns so that you are under control of your persona. When under control of your persona you don't hold back your true emotions and actions at all, you can't switch personas from the one you chose to take you over, all of your persona powered attacks do not have a recharge time if they do, and you get a Certain number of extra attacks depending on the persona that toke you over. Arsene: 3 extra attacks, Captian Kidd: 3 extra attacks (1 must be a ranged attack), Carmen: 2 extra attacks, Goemon: 4 extra attacks (all must be melee attacks), Johanna: 3 extra attacks, Milady: 3 extra attacks (all must be ranged attacks), Robin Hood: 2 extra attacks.
Starting at 12th level, your personas can interact with the material plane when they are released and your armor class is increased by 3.
Starting At 14th level, Though training and practice, your eyes became more accustomed to seeing the best way to attack someone. Starting at the 15th level, your weapon attacks score a critical hit on a roll of 19-20.
When you get this ability at 15th you can as a action or reaction you can head to the astral realm in your physical form you can take up to eight other people to go with you to the astral realm. You can call on your persona in the astral realm as well.
Starting at 16th level, you can make a distraction a fake distraction by: Throwing a rock, make the sound of someone steeping on grass, or some else say that they saw some one to make the opponent go away from a area so you may pass throw. To Succeed You Must make a DC 10 Deception Check With Advantage.
Beginning at 18th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stroke Of Luck
At 18th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or Long Rest.
Starting At 19th Level, you can not be surprised, deceived, frightened, charmed, Blinded, Deafened, Grappled, and Restrained
River In The Desert
Starting at 19th level you you can make a regular attack to a opponent and if it hits then the opponent must make a DC 20 Constitution saving throw and if they then they are unconscious. Every round they are unconscious they must make a DC 20 Constitution saving throw and when they fail they are still unconscious but when they succeed they awake but that is the end of there turn. And After they wake up they have 2 level exhaustion.
Starting at 20th level you have access to the persona Satanael. With this persona you can only keep him out for 5 turns and you can use 5 ability from him. Survival Trick: when you use this ability you are immune to any attack that would instinct kill you with leaving you at 1 hit point for the duration while Satanael is out ( If you already took damage before then this is no longer in effect). Cosmic Flare: When you use this attack any creature in a mile radius will take 5d20 Fire Damage, 5d20 ice damage, and 5d20 lightning damage (this must be recharged by a long rest). Unshaken Will: When you use this you and your party are immune to all physic and alignment changes for the duration that Satanael is out. Victory Cry: When you use this ability you and your partys Hit points, spell slots, ki point, and any negative affect or condition are gone and fully restored (this must be recharged by a long rest). Sinful Shell: When you use this ability it always hits and does 20d20 necrotic damage and 20d20 poison damage to one opponent if the opponent is immune or resistant to necrotic and or poison damage they are not for this one attack. (must be recharged by a long rest). When Satanael is out you get a flying speed of 100 ft. a walking speed of 200 ft. a swimming speed of 100 ft. Immunity to psychic, cold, fire, necrotic, poison, lightning, and thunder damage for the duration that he is out. (You can only use Satanael once per long rest)
Arsene Is A Large Construct Who The User Is Immune To Necrotic And Poison Damage and Gives You A flying Speed of 50 ft.
Starting At Level 3 When You Pick This Persona You Get Eiha Which When You Snap Your Fingers You Shoot Out A Small Ball And If It Hits The Target Takes 1d4 Necrotic And 1d4 Poison Every Turn But If the Target Regenerates Any Hit Points Then The Effect Wears off Or If They Take A Short Or Long Rest. This Ability Costs. At 10th level this ability turns into Eigaon Which instead of doing 1d4 Necrotic and 1d4 Poison It Does 1d10 Necrotic and 1d10 Poison.
When You Get This Ability At Level 7 You Do 2d10 Slashing Damage To An Opponent.
When you Get This Move At Level 9 you can Use This Move The Opponent Must Make A Dexterity Saving Throw Or There Dexterity Is Lowered By 5 If They Succeed Then This Effect Does not Happen But If they Fail the The Effect Will Happen And It lasts For 5 Turns.
- Dream Needle
When You Get This Move At Level 13 You attack the opponent With 1d12 Slashing Damage If It Hits the opponent Must make a Constitution Saving Throw With A DC of 18 If They Fail they Are Put To Sleep For 10 turns and take 1d12 Psychic Damage While asleep and You heal How Much Damage They Take While They Are Sleeping. if they Succeed Then none Of The Affects Happen.
- Adverse Resolve
When You Get This Move At Level 17 It Triples You And Your Allies Damage When You Are In A Encounter With More Then One Opponent This Effect Ends After The Entire Encounter Is Over.
- Tetrakarn And Makarakarn
When You Get This Ability At Level 20 It Makes You Immune To All Damage Types And Conditions And Deals It Back At the Opponent For 5 Turns Except Psychic Damage.
Captain Kidd Is A Large Construct Who Make The User Immune To Lightning Damage And A Swimming Speed Of 50 ft.
When You Get This Ability At Level 3 You Shoot A Small beam Of Lightning And When You DO the opponents must make a DC 15 Dexterity Saving Throw If They Fail They Take 1d10 Lightning Damage if they Succeed Then they Don't Take Any Damage.
When You Get This Ability At Level 7 You Hit 3 Targets Of Your Choice And they Take 1d12 Bludgeoning Damage.
- Swift Strick
When You Get This Ability At Level 9 You Automatically Go First For This One Attack And When you DO You Hit At Most 4 Opponent Of Your Choice And They Take 2d6 Bludgeoning Damage.
- Elec Boost
When You Unlock This Move At Level 13 Both You And Your Allies Lightning Or Thunder Attacks Do Twice As Much Then Usual.
When you Get This Ability AT Level 17 You Shoot A Huge Bolt Of Electricity And If It Hits It Does 3d12 Lightning Damage And The Opponents Must Make A Constitution Saving Throw If They Fail Then They Are Paralyzed For 5 Turns If they Succeed Then They Ar e Not Paralyzed.
Carmen Is A Large Construct Who Gives The User Immunity TO Fire Damage And Immunity To Being Charmed.
When You get This Ability At Level 3 You Shoot A Fire Ball At One Opponent Doing 1d10 Fire Damage TO Them And They Take 1d8 Fire Damage Every Turn.
- Fire Break
When you get This Ability At Level 7 You Make The rest Of Your Allies Immune TO Fire Damage For 7 Turns.
When You Get This Ability AT Level 9 All The Opponents Must Make A Constitution Saving Throw If They Fail then The Opponents Are Charmed By You.
- Burn Boost
When You Get This Ability At Level 13 You Increases You And Your Allies Fire Damage For The Rest Of the Encounter By Doubling The Damage Of Fire Attacks.
- Blazing Hell
When You get This ABility At Level 17 You Fire A Huge Fire Ball At All The Opponents And They Take 2d20 Fire Damage And They Take 1d20 Fire Damage Every Turn.
Goemon Is A Large Construct And Makes The user Immune To Cold Damage And A Walking Speed Of 40 ft.
When You Get This Ability At Level 3 You Get To Take A Extra Attack.
- Speed Master
When you get This Ability AT Level 7 When You Use This Move You Automatically Go First Every Round But You Can Not Attack The Round You Activate This.
- Tempest Slash
When You Get This Ability AT Level 9 Your Persona Slashes His Sword At One Opponent Doing 2d12 Lightning Damage And The Opponent Is Paralyzed For One Turn.
- High Counter
When You Get This Ability AT Level 13 If A Opponent Attacks You And you Activated This On Your Turn Then You Take No Damage And Counter Attack. You Can Only DO This Against Melee Attacks And You DO 1d12 Damage. After You Use This You Have To Wait Another 5 Turns Before You Can DO This Again.
- Brave Blade
When you Get This Ability at Level 17 Your Persona Slashes The Opponent With His Sword Knocking The Opponent Prone And Doing 2d20 Slashing Damage
Johanna Is A Medium Construct And Makes The Users Immune TO Psychic Damage and there Movement Speed 100 ft.
- Flash Bomb
When You Get This Ability At Level 3 You Can Shoot A Flash Bomb When There Is A 50 ft. Radius Around You Of Bright Light And 25 ft Dim Light From that. If There is A Opponent In The 50 ft radius Then they Must Make A Constitution Saving Throw Dc 15 If They Fail they Are Blinded And If They Succeed Then Nothing Happens To Them.
- Defence Master
When you get This Ability At Level 7 Your Armor Class Increases By 5 For Three Turns.
- Nuke Break
When You Get This Ability At Level 9 The Opponent Must Make A DC 15 Constitution Saving Throw If They Fail Then If They Are Immune Or Resistant To Either Fire, Cold, Or Lightning Damage Then They Are Not For 5 Turns If They Succeed then they Are Unaffected. This Has A Recharge Time Of 5 Turns.
When you Get This Ability At Level 13 You Can Restore The Entire Party's Hit Points By 1d20 for each party member. This Ability Has A Recharge Of 10 Turns.
- Atomic Flare
When You Get This Ability At Level 17 Your Persona Shoots A Big Explosive And Every One In A 100 ft Radius Must Make A DC 18 Dexterity Saving Throw If They Fail They Take 1d12 Fire, 1d12 Cold, and 1d12 Lightning Every Turn If They Succeeded then They Don't Take This Damage.
Milady Is A Large Construct And Makes The User Immune TO Psychic Damage And Against Being Charmed You Can Also Talk With Telepathy With Your party.
When You Get This ABility At Level 3 Any Opponent Within 30 ft. Of you of your Chose Takes 1d10 Psychic Damage.
When you Get This Ability AT Level 7 Any Melee Attack that Hits You Is Countered Back At The Opponent. This has A Recharge Of 5 turns.
When You get This Ability At Level 9 Any Ranged Attack That Hits You Is Reflected Back At The Opponent. This Has A Recharge Of 5 Turns.
- One-shot Kill
When You Get This Ability At 13 Level It Does 2d20 Damage but When you Roll TO Hit the roll To Roll A Crit Is reduced to 15 or higher. This Has A Recharge Of 5 Turns.
- Heat Riser
When you Get This Ability At 17 level you Increase An Allies Attack By Doubling it And There Armor Class And Dexterity By +5
Robin Hood Is A Large Construct Who Give The User Immunity To Being Deceive And Advantage On Deceiving People.
When You get This Ability At Level 3 You Dash Forward An Opponent And They Take 2d10 damage and if you Hit Then The opponents Armor class Is 0 For Three Turns.
- Fortify Spirit
When You Get This Ability At Level 9 You Can Make You Or And Allie Immune To Aliment Change For one Full Day.
When you Get This Ability AT Level 9 you Snap your Fingers And a Big Ball Of Energy Comes Out and It Does 1d12 Damage Every Turn Until the End Of the Entire Encounter.
When You get This Ability AT Level 13 Samarecarm You Can Heal An Allie Up To Full Health But Can Only Use This Three Times Per Long Rest.
When You Get This Ability At Level 17 All The Opponents Must Make A DC 18 Constitution Saving Throw if They Fail There Armor Class And Dexterity Is Decreased By 5.
Prerequisites. To qualify for multiclassing into the Phantom Thief Of Hearts class, you must meet these prerequisites: Dexterity 15 and Charisma 13
Proficiencies. When you multiclass into the Phantom Thief Of Hearts class, you gain the following proficiencies: Dexterity and Charisma