Phantom Warrior (5e Class)

This page is of questionable balance. Reason: Class features need a more even spread.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

The Phantom Warrior


i will no longer be working on this class, anyone may adopt it. its complete successor can be found here https://www.dandwiki.com/wiki/Body_beyond_the_body_(5e_Subclass)

The phantom warrior specializes in the disruption of combat by making illusionary copies of himself and is known for being very hard to pin down. this class is inspired by the character phantom lancer from the video game dota 2.


Azwraith the Phantom Lancer from Dota 2


Creating a Phantom Warrior

Phantom warriors have a magical connection with the spectrum of light which allows them to create copies of themselves that they fight besides as well bending light to confuse and evade opponents. Phantom warriors tend to have a deep sense of camaraderie and operate well in social situations as they are never truly alone. How did your character get this power? Was he born with it and discovered it in a moment of desperation or was he involved in a magical accident? How does your character veiw your copies? Do you view them as an extension of yourself, servants for you to command, or as individuals each with a name and personality? What does your character do with these powers? Do you even the odds by helping the outnumbered or do you use your ability to bend light to trick and scam people out of their possessions? think about these questions while making a phantom warrior.

Quick Build

You can make a Phantom Warrior quickly by following these suggestions. First, dexterity should be your highest ability score, followed by intelligence. Second, choose the folk hero background or charlatan if fully committing to a trickster.

Class Features

As a Phantom Warrior you gain the following class features.

Hit Points

Hit Dice: 1d8 per Phantom Warrior level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Phantom Warrior level after 1st

Proficiencies

Armor: light, medium, and shields except tower shields
Weapons: simple and martial
Tools: none
Saving Throws: dexterity and intelligence
Skills: choose two from acrobatics, deception, history, Insight, investigation, perception, and Stealth

Equipment

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

  • (a) chain shirt or (b) leather armor
  • (a) scimitar and a shield or (b) two shortswords
  • (a) a shortbow with 20 aminition or (b) a spear
  • (a) dungeoneer's pack or (b) explorer's pack
  • If you are using starting wealth, you have 4d4*10 gp in funds.

Table: The Phantom Warrior

LevelProficiency
Bonus
FeaturesRefraction Limit
1st+2Ally differentiation, Create illusion, Multiplicative strike1
2nd+2Phasing stride, Multivision1
3rd+2Archetype ability, Phantom switch2
4th+2Ability Score Improvement, Detection hindering2
5th+3Unseen walk3
6th+3Phantom switch, Archetype ability3
7th+3Evasion4
8th+3Ability Score Improvement, Extra attack4
9th+4Illusionary eyes5
10th+4Improved detection hindering5
11th+46
12th+4Ability Score Improvement6
13th+5Archetype ability7
14th+5Extra attack 27
15th+5One with light8
16th+5Ability Score Improvement8
17th+69
18th+6Archetype ability9
19th+6Ability Score Improvement10
20th+6Illusionary soul10

Spell Casting

Some features of this class require spell attack modifier and spell save dc, for this use Intelligence as your spell casting ability.

spell attack modifier: proficiency + intelligence modifier

spell save dc: 8 + proficiency + intelligence modifier

Refractions Explanation

The key quality of the phantom warrior is to create illusionary copies of themselves, here on out refereed as refractions. Refractions are very convincing illusions, they are visually and auditorily identical to the phantom warrior. Spells that affect the phantom warrior’s physical appearance carry over to refractions such as disguise self or alter self while spells like light, blur, or invisibility do not. Refractions can never do damage no matter the circumstances. If physically interacted with the attacker is allowed to make an investigation check against the phantom warrior’s spell save dc, if they succeed the refraction is disbelieved and destroyed. Creatures who have other ways of seeing through illusions immediately destroy the illusion upon physical interaction. Refractions can be targets of spells, the refraction will appear to be affected by the spell but the caster is allowed an attempt to destroy it. The refractions have an AC of 10+the phantom warrior's dexterity modifyer. Normal refractions last for one minute if not destroyed or dismissed.

Refractions are telepathically connected to the phantom warrior and he can command the refractions as a free action only when the phantom warrior is allowed to preform the same action. Refractions can perform any movements that the phantom warrior is physically capable of as if he was performing the act himself. Refractions’ movement stats are equivalent to the phantom warrior’s. Actions can be but not limited to fighting, running, standing, and speaking. In the case of fighting they perform an action that looks like a real attack but if they do collide with an object that object is allowed an attempt to destroy it. Refractions can perform separate actions from each other such as having fake multi sided conversations with each other. if not given any direct orders they will stay in their space and act as the phantom warrior would in that situation. Refracrions are not mindless puppets, they are the phantom warrior. Only refraction limit number of refractions can be out at any given time. The phantom warrior can dismiss a refraction as a free action.

Ally differentiation

At 1st level the phantom warrior can choose to have any number of creatures be able to differentiate between the phantom warrior and his refractions. These creatures need one minute exposure to a refraction before he can grant this effect. He can remove this effect from any number of creatures the phantom warrior chooses as a bonus action.

Create Refraction

At 1st level as a bonus action the phantom warrior can create refractions in unoccupied spaces within 30ft of him. The phantom warrior can make as many refractions with a single use of this ability up to their refraction limit out of a pool of intelligence midifier * proficiency. the pool refreshes after a long rest.

Multiplicative strike

At 1st level when the phantom warrior succeeds a melee attack against a creature he has a chance to summon a refraction, he also receives a bonus for each refraction adjacent to the target of the melee attack. Roll a 1d20 +1 for each adjacent refraction with a dc10 if a critical success summon two refractions instead if refraction limit allows it. Refractions summoned this way appear adjacent to the phantom warrior or another refraction in an unoccupied space.

Phasing Stride

At 2nd level the phantom warrior can use a bonus action to use the disengage action

Multivision

At 2nd level the phantom warrior is able to hear, see, and smell through his refractions as if they were his own senses.

Phantom Switch

At 3rd level as a bonus action the phantom warrior can switch places with a refraction.

Archetype

At 3rd level you must choose an archetype path for you to fallow. The path of the trickster allows the phantom warrior to cast illusion spells and improves refractions, while the path of the fighter improves your combat presence. you gain a feature from your chosen path at levels 3, 6, 13, and 18.

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.

Detection Hindering

At 4th level nonmagical senses such as blindsight and tremorsense cannot differentiate between refractions and the phantom warrior without physical interaction.

Unseen Walk

At 5th level the phantom Warrior may cast invisibility as a bonus action or a reaction, except it is not a concentration spell and it stops if the phantom warrior takes damage. He can use this feature a number of times equal to his intelligence modifier. The phantom warrior regains uses of this feature after a long rest.

Evasion

At 7th level Whenever the phantom warrior or a refraction is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

Extra Attack

At 8th level the phantom warrior can attack twice, instead of once, whenever he takes the Attack action on his turn. This does not stack with other classes.

Illusionary eyes

At 9th level the phantom warrior can spot and disbelieve any illusion not including refractions from other phantom warriors.

Improved detection hindering

At 10th level magical senses such as trusight or divination spells cannot differentiate between refractions and the phantom warrior without physical interaction.

Extra Attack 2

At 14th level the phantom warrior can attack thrice, instead of twice, whenever he takes the Attack action on his turn. This does not stack with other classes.

One with Light

At 15th level the phantom warrior can cast etherealness as an action, he can use this feature twice. he regains uses of this feature after a long rest.

Illusionary soul

At 20th level When the phantom warrior dies he becomes a refraction, which cannot be destroyed or disbelieved, until he chooses to move on to an afterlife or becomes resurrected. Their refraction body counts as their remains for the purposes of spell components.

The phantom warrior can use the phantom switch ability as a reaction in addition to a bonus action.

The Trickster

The path of the trickster allows the phantom warrior to cast illusion spells and improves refractions.

Illusions to Illusions

At 3rd level the phantom warrior can cast any non damaging illusion spell by sacrificing a number of active refractions equal to the spell’s level+1, cantrips count as 0th level spells. the sacrifices are treated as material components to the spell so follow the normal rules for casting spells such as casting time. Intelligence is the spellcasting ability and can prepare intelligence modifier + phantom warrior's level spells. The list of prepared spells can be changed after a long rest.

Hidden Trickster

At 6th level the phantom warrior can cast illusion spells from this class and create refractions while invisible without breaking it.

Tricky fallback

At 6th level when the phantom warrior uses unseen walk he can place a refraction where he was standing from his refraction pool.

Permanency

At 13th level the phantom warrior’s refractions have unlimited duration.

Expert Illusionist

At 18th level creatures have disadvantage on disbelieving the phantom warrior’s refractions and illusions cast from this class. Refractions gain the properties of mage hand. You can use the them to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, etc. They still can't deal damage, activate magic items, or carry more than 30 pounds.

The Fighter

The path of the fighter improves your combat presence.

Refreshing Illusion

At 3rd level when the phantom warrior gets multiplicative strikes but has reached his refraction limit a refraction is queued up and is played when and where a refraction is destroyed. The queue lasts until the start of his turn. This does not work for sacrificed refractions.

Arsenal Images

At 6th level the phantom warrior can empower an attack by sacrificing active refractions. When the phantom warrior rolls for a melee attack but before hit is declared he can sacrifice any number of refractions within 5ft of the target. For each refraction sacrificed he does an additional 1d6 force damage and treats the attack as magical.

Healing Illusions

At 6th level as a bonus action the phantom warrior can return hit points to a creature within 60ft of him by sacrificing any number of active refractions within 15ft of the target for 1d4 for each refraction + intelligence modifier.

Crowd Tactics

At 13th level the phantom warrior has advantage on his attacks against a target when 3 or more refractions are adjacent to the same target. Creatures affected by Ally differentiation also gain this benefit if 4 or more refractions are adjacent to their target.

Phasing dodge

At 18th level when the phantom warrior would be hit by an attack or spell he can chose not to be hit. He can only use this ability once. He regains uses of this ability after a long rest.


Multiclassing


Prerequisites. To qualify for multiclassing into the phantom warrior class, you must meet these prerequisites: a dexterity and intelligence 13, and has a magical connection to the spectrum of light.

Proficiencies. When you multiclass into the phantom warrior class, you gain the following proficiencies: light and medium armor



Back to Main Page 5e Homebrew Classes

gollark: Oh, is that a *channel* reference thingied a bit?
gollark: +>markov
gollark: ↑ <@!135204578986557440> c
gollark: +>markov
gollark: 1 is not prime. That would be wrong and bad.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.