Phantom Thief of Hearts (5e Class)
Phantom Thief of Hearts[edit]
“ | 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[edit]
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, a rapier.
Class Features
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
- Proficiencies
Armor: Light armor
Weapons: All weapons with the finesse and/or light property (clubs, daggers, darts, handaxes, hand crossbows, light crossbows, light hammers, rapiers scimitars, shortswords, sickles, and whips)
Tools: Thieves' Tools
Saving Throws: Dexterity and Charisma
Skills: Choose 3 of the following: Acrobatics, arcana, deception, insight, investigation, persuasion, sleight of hand, stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 daggers or (b) rapier or (c) 2 shortswords
- Standard Mask (this will change to fit your Persona)
- Thieves' Tools
- If you are using starting wealth, you have 3d4x10 GP in funds.
Level | Proficiency Bonus |
Bonus Movement | SP Points | Features |
---|---|---|---|---|
1st | +2 | 0 | 0 | Phantom Thief |
2nd | +2 | +10ft. | 0 | Cunning Action |
3rd | +2 | +10ft. | 8 | Persona, SP, Gun |
4th | +2 | +10ft. | 16 | Ability Score Improvement |
5th | +3 | +10ft. | 24 | Extra Attack, All-Out Attack |
6th | +3 | +15ft. | 32 | Evasion, Last Surprise |
7th | +3 | +15ft. | 40 | Persona, Master Thief |
8th | +3 | +15ft. | 48 | Ability Score Improvement |
9th | +4 | +15ft. | 56 | Persona, Change Of Heart |
10th | +4 | +20ft. | 64 | All-Out Attack |
11th | +4 | +20ft. | 72 | Fast Fingers |
12th | +4 | +20ft. | 80 | Ability Score Improvement |
13th | +5 | +20ft. | 88 | Persona |
14th | +5 | +25ft. | 96 | Find Vitals |
15th | +5 | +25ft. | 104 | All-Out Attack |
16th | +5 | +25ft. | 112 | Ability Score Improvement |
17th | +6 | +25ft. | 120 | Persona |
18th | +6 | +30ft. | 128 | Stroke Of Luck |
19th | +6 | +30ft. | 136 | Ability Score Improvement |
20th | +6 | +30ft. | 144 | Persona, All-Out Attack |
Phantom Thief[edit]
When you choose this class at 1st level, you gain advantage when hiding in dim light or darkness, and 60 feet of darkvision. If you already have darkvision, you gain an additional 30 ft, unless you have 120 ft or more. The DC for your Phantom Thief abilities is equal to 8 + your Dexterity ability score modifier + your proficiency bonus. Your attack rolls are calculated as follows: your Dexterity ability score modifier + your proficiency bonus.
Cunning Action[edit]
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can use your bonus action on each of your turns in combat to take the dash, disengage, or hide action.
Gun[edit]
You Have 4 abilities with your gun. Each one uses 1 action.
Snap: You shoot one bullet from your gun. Make a ranged weapon attack against a creature within 60 feet of you. On a hit, you deal your firearm's normal damage plus 2d8 fire damage.
One Shot Kill: Choose a creature within 60 feet of you. Make a ranged attack roll with advantage. You deal 2d8 + your Dexterity modifier piercing damage on a hit. Upon a critical hit, you deal 6d8 + triple your Dexterity modifier piercing damage. You cannot use a bonus action the turn you use this shot.
Triple Down: You shoot three bullets in one turn. You make up to three attack rolls at up to three creatures within 60 feet of you. You deal your firearm's normal damage plus 1d8 additional piercing damage with each bullet.
Riot Gun: 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.
Persona[edit]
At 3rd level, you have awoken to your Persona. Choose between the Personas, all of which are detailed at the end of the class description. When you choose a persona, you gain the ability to summon them using a bonus action by ripping off your mask. You can use their abilities while they are active. Unless stated otherwise, you use your Charisma modifier for attack rolls and your DC is equal to 8 + your Charisma ability score modifier + your proficiency bonus when dealing with your Persona abilities.
SP[edit]
Every ability that requires a persona costs a certain number of SP which can be regenerated upon finishing a 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.
Ability Score Increase[edit]
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
All-Out Attack[edit]
Starting at 5th level, you can team up with your allies to deal a lot of damage to a group of enemies. You and up to 3 other willing melee weapon-wielding allies can strike up to 4 creatures that you all choose. Each of you makes a melee attack roll, dealing damage equal to the weapon plus an additional 2d4 damage of the weapon's type to each creature. The extra damage increases by one die step at 10th (2d6), 15th (2d8), and 20th (2d10) levels. This uses up the reaction of the allies. You and the allies that participated then need to complete a short or long rest before using this again. This feature requires at least 2 participants.
Evasion[edit]
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.
Last Surprise[edit]
When you get this ability at 6th level, you can use this against an enemy within 30 ft. of you to make them rethink their action. Using a reaction, you can force a creature to make an Intelligence saving throw. Upon a failure, they cannot use that action until the end of your next turn. You can only use this ability once, regaining usage upon completing a short or long rest.
Master Thief[edit]
Starting at 7th level, when you hide, you have advantage with Dexterity (Stealth) checks and others have disadvantage with their Wisdom (Perception) checks (a minus 5 to their passive Wisdom (Perception)), you can see how much things cost by studying them for 1 minute, and you have advantage on saving throws against the effects of traps so long as you are conscious and not blinded or deafened
Change Of Heart[edit]
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. 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 frightened, even if they are immune. The frightened condition persist for 1 minute, regardless of whether the target takes damage or not. This ability can be used once, and you regain the ability to do so after finishing a long rest. You gain an additional use at 13th level. Creatures with an Intelligence, Wisdom, or Charisma score of less than 8 are immune to this effect. You cannot target the same creature twice with this ability, regardless of a pass or fail.
Fast Fingers[edit]
Starting at 11th level, you have advantage on Dexterity (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 too large, at the DMs discretion). You also gain advantage when using Thieves' Tools to pick locks on containers, such as chests.
Find Vitals[edit]
Starting at 14th level, through training and practice, your eyes became more accustomed to seeing the best way to attack someone. Your attacks score a critical hit on a roll of 19-20.
Stroke Of Luck[edit]
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.
Personas[edit]
Arsene[edit]
“ | Very well... I have heeded your resolve. Vow to me. I am thou, thou art I... Thou who art willing to perform all sacrilegious acts for thine own justice! Call upon my name, and release thy rage! Show the strength of thy will to ascertain all on thine own, though thou be chained to Hell itself! | ” |
—Arsene from Persona 5 upon awakening. |
Arsene is a large construct who gives the user resistance to necrotic damage but vulnerability to cold and radiant damage. You gain a masquerade mask that you must remove before using his powers.
- Eiha
Starting at 3rd level when you pick this persona you can, as an action, spend 4 SP to shoot out a small ball of necrotic energy. Make a ranged attack roll. Upon a hit, the target takes 1d8 necrotic damage.
- Cleave
When you get this feature at 7th level you can spend 5 SP to make a melee attack against a creature of your choice within 10 ft of you. On a hit, the target takes 2d10 slashing damage.
- Sukunda
When you get this feature at 9th level you can spend 12 SP to slow down a creature. The creature must make a Constitution saving throw or have all attacks against them be made at advantage for 1 minute. They also have disadvantage on Constitution saving throws during this time.
- Dream Needle
When you get this move at 13th level you can spend 20 SP to make a ranged attack roll against one creature within 60 ft of you, taking 1d12 slashing damage on a hit. Upon a hit, the creature must make a Constitution saving throw or be unconscious for until the end of your next turn.
- Adverse Resolve
When you get this feature at 17th level, you can use a reaction to increase the critical hit range of you and your allies by 1. 20 becomes 19-20, 19-20 becomes 18-20, etc. This effect ends upon the conclusion of combat. You can only use this if you and your allies are surprised, and you must use this the 1st turn of combat. You then need to complete a short or long rest before using this ability again.
- Satanael
At 20th level, you have reached the pinnacle of power, and your Persona has evolved as well. Arsene changes into Satanael, granting you immunity to necrotic damage and resistance to all other damage types. You can, using an action, extend this to all creatures of your choice within sight. This lasts for 1 minute. Once you use this feature, you must finish a long rest before using it again.
Captain Kidd[edit]
“ | You seek power, correct? Then let us form a pact. Since your name has been disgraced already, why not hoist the flag and wreak havoc...? The "other you" who exists within desires it thus...I am thou, thou art I...There is no turning back...The skull of rebellion is your flag henceforth! | ” |
Captain Kidd from Persona 5 upon awakening.
Captain Kidd is a large construct who gives the user resistance to lightning damage but vulnerability to bludgeoning damage.
- Zio/Zionga/Ziodyne
You have learned how to harness the power of lightning, allowing you to electrify your foes. When you get this ability at 3rd level, you can, using an action, spend 4/8/16 SP to make a ranged attack roll against one creature of your choice. Upon a hit, the creature takes 1/3/5d10 lightning damage.
- Rampage
When you get this ability at 7th level, you can, using an action, spend 10 SP and make 1d3 damage rolls against each creature of your choice within 10 ft of you. On a hit, you deal 2d4 + Charisma ability score modifier damage for each attack that hit. You roll the 1d3, and that is how many attack rolls you make. You then compare the attack rolls to the AC of every chosen creature, dealing damage on a hit.
- Assault Dive
When you get this ability at 9th level, you can, using an action, spend 20 SP to make a melee attack roll against a creature within 10 ft of you. On a hit, you deal 3d8 bludgeoning damage.
- Electric Break
When you unlock this move at 13th level, you can, using an action, spend 15 SP to lower the lightning resistance of all creatures within 30 ft of you by 1. Absorption becomes immunity, immunity becomes resistance, and resistance becomes normal. Normal cannot be lowered to vulnerable.
- Maziodyne
When you get this ability at 17th level, you can, using an action, spend 22 SP to make all creatures of your choice within 45 ft of you make a Dexterity saving throw, dealing 4d10 lightning damage to each target. On a success, they take half damage. On a failure, they must also roll a Constitution saving throw or become paralyzed. At the end of each of the paralyzed creature's turns, they can make another Constitution saving throw, ending the effect on a success. The effect also ends if 1 minute passes.
- Seiten Taisei
At 20th level, you have reached the pinnacle of power, and your Persona has evolved as well. Captain Kidd transforms into Seiten Taisei, granting you immunity to lightning damage, and resistance to fire damage. You can also, as a bonus action, increase the Strength score of all allies by 2d4, to a maximum of 28, for 3 rounds, ending at the end of your turn. You then need to finish a long rest before doing so again. You keep your vulnerability to bludgeoning damage.
Zorro[edit]
“ | You wish to spread justice, yes? Then let us forge a contract. I am thou, thou art I. Thou who will aid in bringing justice to all those who abuse their power. | ” |
Not from the game.
Zorro is a large construct that grants the user resistance to bludgeoning damage but vulnerability to lightning damage.
- Garu/Garula/Garudyne
You can manipulate the winds to force your opponent to yield. Starting at 3rd level, as an action, you may, spending 4/8/12 SP, choose one creature within 60 ft of you. Make a ranged attack roll. On a hit, you deal 1/3/5d8 bludgeoning damage.
- Dia/Diarama/Diaharan
You have learned how to heal your allies. Starting at 7th level, you may, spending 3/6/18 SP, restore 1/3/12d6 hit points one creature of your choice within 60 ft of you.
- Miracle Punch
You have learned how to critically strike and bring a foe down. Starting at 13th level, you may, as an action, spend 10 SP to make a melee attack roll against any creature within 10 ft of you. On a hit, you deal 2d6 magical bludgeoning damage. Your critical hit range for any attack made with this feature is 18-20. On a critical hit, the target must make a Constitution saving throw against your Persona DC. On a fail, they are stunned and fall prone until the end of their next turn.
- Salvation
You have learned how to raise the spirits of all, granting you the ability to heal and restore greatly. Starting at 17th level, you may, as an action, spend 80 SP to fully revive a number of creatures within 20 ft of you that you can see equal to your Charisma modifier. If the target's body is not in one piece, you cannot use this feature on them.
- Mercurius
At 20th level, you have reached the pinnacle of power, and your Persona has evolved as well. At 20th level, Zorro becomes Mercurius, granting you immunity to bludgeoning damage, and resistance to radiant damage. You retain your vulnerability to lightning damage. You also gain 20 d10s. You may, upon seeing someone cast a healing spell, as a reaction, spend a number of d10s equal to your Charisma modifier to add that much healing to the healing spell cast. The caster follows the normal rules for how much health is gained from the healing. For example: Mass Cure Wounds would heal 1d8 + spellcasting ability modifier + the roll of your d10(s) hit points, whereas Mass Heal would have your roll be added to the amount the caster can use to heal creatures. Your d10 rolls are not applicable for the Divine Soul Sorcerer's Empowered Healing feature. You regain all spent d10s after finishing a long rest.
Carmen[edit]
“ | I am thou, thou art I... We can finally forge a contract... There you go... Nothing can be solved by restraining yourself. Understand? Then I'll gladly lend you my strength. | ” |
Carmen from Persona 5 upon awakening.
Carmen is a large construct who gives the user resistance to fire damage but vulnerability to cold damage
- Agi/Agilao/Agidyne
When you get this ability at 3rd level, you can, as an action, spend 4/8/12 SP to make a ranged attack roll against one creature within 60 ft of you. On a hit, you deal 1/3/5d10 fire damage.
- Fire Break
When you get this ability at 7th level, you can, using an action, spend 15 SP to lower the fire resistance of all creatures within 30 ft of you by 1. Absorption becomes immunity, immunity becomes resistance, and resistance becomes normal. Normal cannot be lowered to vulnerable.
- Dekaja
When you get this ability at 9th level, you can, as an action, spend 40 SP to force all creatures within 60 ft of you to make a Wisdom saving throw. On a fail, they lose any potion effects or buff spells they might have had. Examples include haste, fly, Potion of Hill Giant Strength, Potion of Speed, and Potion of Flying.
- Burn Boost
When you get this ability at 13th level, you can, as an action, spend 30 SP to allow you and your allies to roll an additional amount of damage dice equal to your proficiency bonus the next time they deal fire damage.
- Blazing Hell
When you get this ability at 17th level you can, as an action, spend 54 SP to force all creatures of your choice within a 45 ft radius of you to make a Dexterity saving throw, dealing 4d10 fire damage to each creature. Upon a fail, they also must make a Constitution saving throw or else they take an additional 1d10 fire damage at the start of their every turn for 1 minute or until they pass the Constitution saving throw, which they make at the end of their turn. On a success, they take half damage and do not need to make a Constitution saving throw.
- Hecate
At 20th level, you have reached the pinnacle of power, and your Persona has evolved as well. Carmen transforms into Hecate, granting you immunity to fire damage and resistance to lightning damage. You retain your vulnerability to cold damage. You also gain 10 d10s. As a reaction, whenever someone casts a spell, you may expend and roll a d10. If the number on the d10 matches the level at which the spell is being cast, then the spell slot is not used up. You regain all expended d10s after finishing a long rest.
Goemon[edit]
“ | Have you finally come to your senses? How foolishly you averted your eyes from the truth...A deplorable imitation indeed...Best you part from that aspect of yourself! Let us now forge a contract...I am thou, thou art I...The world is filled with both beauty and vice...It is time you teach people which is which! | ” |
Goemon from Persona 5 upon awakening.
Goemon is a large construct and makes the user resistance to cold damage but vulnerable to fire damage.
- Bufu/Bufula/Bufudyne
When you get this ability at 3rd level, you can, as an action, spend 4/8/12 SP to target one creature within 60 ft of you and make a ranged attack. You deal 1/3/5d8 cold damage upon a hit.
- Speed Master
When you get this ability at 7th level, you may spend 24 SP to take the dodge action as a free action on your turn.
- Tempest Slash
When you get this ability at 9th level you can, as an action, spend 14 SP to make 2d4+1 melee attacks against a creature within 10 ft of you. Every hit deals 1d4 + your Strength ability score modifier slashing damage.
- High Counter
When you get this ability at 13th level, you can, using a reaction upon getting hit with a melee attack, spend 32 SP to make a melee attack roll. If your attack roll is higher than the attack roll made against you, you then reflect all the damage back at them.
- Brave Blade
When you get this ability at 17th level, you can, as an action, spend 60 SP to make a melee attack against one creature within 10 ft of you, dealing 4d12 slashing damage upon a hit.
- Kamu Susano-o
At 20th level, you have reached the pinnacle of power, and your Persona has evolved as well. Goemon transforms into Kamu Susano-o, granting you immunity to cold damage, and resistance to force damage. You retain your vulnerability to fire damage. As a bonus action, you may allow your allies to take the dodge action as a reaction to being the target of an attack or a Dexterity saving throw. You can use this ability three times before needing to complete a short or long rest.
Johanna[edit]
“ | Have you decided to tread the path of strife...? Very well. Let us proceed with our contract at once. I am thou, thou art I... You have finally found your own justice... Please... Never lose sight of it again. This memorable day marks your graduation from your false self... | ” |
—Johanna, Persona 5, upon awakening.
Johanna is a medium construct and gives the user resistance to force damage but vulnerable to psychic damage.
- Frei/Freila/Freidyne
When you get this ability at 3rd level you can, using an action, spend 4/8/12 SP to make a ranged attack roll against one creature within 60 ft of you and deal 1/3/5d8 force damage upon a hit.
- Defence Master
When you get this ability at 7th level you can, as a bonus action, spend 14 SP and choose one creature of your choice. That creature takes half damage from all sources for 1d4 rounds, ending at the end of your turn.
- Energy Shower
When you get this ability at 9th level, you can, as a bonus action, spend 8 SP to cure all creatures of your choice within 5 ft of you of any conditions that Lesser Restoration can remove. If you spend 20 SP, you can bump it up to whatever Greater Restoration can remove.
- Mediarahan
When you get this ability at 13th level you can, using an action, spend 60 SP to restore x number of creatures' hit points to full. X is equal to your Charisma modifier.
- Atomic flare
When you get this ability at 17th level you can, using an action, spend 48 SP to choose a point within 100 ft of you. Every creature in the area must make a Constitution saving throw, taking 10d8 force damage upon a failure and being forced to roll a 1d4 for their condition. Upon a success, they take half damage. The condition can be removed by succeeding the Constitution saving throw made at the end of the creature's turn or after 1 minute has passed.
d4 | Effect |
---|---|
1 | Take 5d8 fire damage at the start of every turn. |
2 | Take 3d8 cold damage at the start of every turn and have your movement speed cut in half. |
3 | Take 1d8 lightning damage at the start of every turn and be unable to take any action outside of your turn. |
4 | Take 5d8 poison damage at the start of every turn and be poisoned. |
- Anat
At 20th level, you have reached the pinnacle of power, and your Persona has evolved as well. Johanna transforms into Anat, granting you immunity to force damage, and resistance to necrotic damage. You retain your vulnerability to psychic damage. You can, as a bonus action, grant a number of creatures equal to your Charisma modifier the ability to burn, slow, or paralyze enemies with their attacks (melee or ranged, weapon or spell) for 1d4 turns. The attacker chooses this effect upon gaining the power. After you use this ability, you must finish a long rest before doing so again. Upon a hit, the creature must make a Constitution saving throw against the phantom thief of heart's persona DC. On a fail, they suffer the effects. At the end of each of their turns, the creature can make another Constitution saving throw, ending the effect early on a success.
Name of effect | Description |
---|---|
Burn | The target is set ablaze and takes 10d4 fire damage at the start of each of their turns. |
Slow | The target has all their movement speeds reduced to one-fifth of what they each used to be. |
Paralyze | The creature is paralyzed, even if they have immunity to the paralyzed conditioned. |
Milady[edit]
“ | I see you finally made up your mind...my dear, fated royal. Freedom for you must stem from betrayal. If you still yearn for it now...then you must not err. Now, tell me...who shall you betray? Yes, that gaze...! I can finally display my true strength. I am thou, thou art I...Let us adorn your departure into freedom with a beautiful betrayal. | ” |
—Milady, Persona 5, upon awakening.
You gain a black masquerade mask, fitting of the opposite gender of your character. If you are a genderless character, you decide how it looks.
Milady is a large construct that makes the user resistant to psychic damage but vulnerable to force damage.
- Psi/Psio/Psiodyne
When you get this ability at 3rd level, you can, as an action, spend 4/8/12 SP to make a ranged attack against one creature within 60 ft of you. Upon a hit, you deal 1/3/5d8 psychic damage.
- Tetrakern/Makarakarn
When you get this ability at 7th level, you can, as a reaction, spend 30 SP to reflect one melee or ranged attack back at the attacker, so long as the attacker and the creature the attacker has targeted are both within 45 ft of you.
- Tentarafoo
When you get this ability at 9th level, you can, as an action, spend 8 SP to force all creatures of your choice within 30 ft of you to make a Wisdom saving throw. Upon a failure, they are under the effect of the Confusion spell. You must maintain concentration as is normal with the Confusion spell. If you get hit and have targeted two creatures, you roll your concentration saving throw at disadvantage. If you get hit and have targeted 3 or more creatures, you automatically fail the saving throw.
- Snipe
When you get this ability at 13th level, your gun attacks deal an additional 2d4 piercing damage.
- Heat Riser
When you get this ability at 17th level you can, using an action, spend 40 SP to do the following three things to one creature within 15 ft of you for 1d3+1 turns: Allow them to add your Charisma ability score modifier to their damage rolls, take the dodge action as a bonus action, and gain resistance to all but force damage. This resistance does not stack with other resistances.
- Astarte
At 20th level, you have reached the pinnacle of power, and your Persona has evolved as well. Milady transforms into Astarte, granting you immunity to psychic damage, and resistance to cold damage. You retain your vulnerability to force damage. As a bonus action, you can give all allies advantage on saving throws against conditions for 1d4 turns. If a spell or other effect deals damage and inflicts a condition, the ally gets advantage against the whole spell/effect. Once you use this ability, you must finish a long rest before doing so again.
Robin Hood[edit]
“ | You have finally decided to seek justice, not just for you, but for all? Very well then. Let us forge the contract to force the powerful to aid the weak. I am thou, thou art I. Thou who would take to aid the weakest among society. Shoot straight, and call my name! | ” |
Not from the game.
You gain a tengu mask.
Robin Hood is a large construct who gives the user resistance to radiant damage but vulnerability to necrotic damage.
- Kouga/Kougaon
You have learned how to channel the radiant energy of the hero Robin Hood. When you get this ability at 3rd level, you can, using an action, spend 2 SP to make a ranged attack roll against one creature of your choice within 60 ft of you, dealing 1d8 bless damage upon a hit. You can choose to spend 8 SP to instead deal 5d8 radiant damage, as the radiant energy becomes much more focused.
- Fortify Spirit
You have learned how to aid you and your allies in preventing conditions from overtaking them. When you get this ability at 7th level you can, using an action, spend 10 SP to grant you and your allies advantage on saving throws against all conditions for 1 minute.
- Megaton Raid
You have learned how to channel the physical might of Robin Hood. When you get this ability at 9th level, you can, using an action, spend 20 SP to choose one creature within 10 ft of you. Make a melee attack roll against the creature. On a hit, you deal 5d8 slashing damage, ignoring resistance. This damage counts as magical to overcome immunity to nonmagical weapons.
- Samarecarm
When you get this ability at 13th level you can, using an action, spend 60 SP to revive one dead creature of your choice, fully restoring their hit points. They must be in one piece in order to be revived.
- Debilitate
When you get this ability at 17th level, you can, using an action, spend 80 SP to cast this. You then choose one creature within 60 feet of you and force them to make a Constitution saving throw. Upon a failure, all attacks against them have advantage, whenever damage is dealt to them, they take an additional amount of damage equal to your Dexterity ability score modifier, and they do not add their modifiers to their damage rolls, unless they are negative.
- Hereward
At 20th level, you have reached the pinnacle of power, and your Persona has evolved as well. Robin Hood transforms into Hereward, giving you immunity to necrotic damage, resistance to psychic damage, and vulnerability to radiant damage. As a bonus action, you can allow all allies the ability to cast support spells, such as healing word, lesser restoration, slow, haste, etc., without using a spell slot for 2d4 rounds. Once you use this ability, you cannot do so again until after finishing a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Phantom Thief of Hearts class, you must meet these prerequisites: Dexterity 13 and Charisma 13
Proficiencies. When you multiclass into the Phantom Thief of Hearts class, you gain the following proficiencies: Weapons with the finesse and/or light property.
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