Phantom sixth-man (5e Class)

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Phantom sixth-man



Creating a Phantom sixth-man


Quick Build

You can make a Phantom sixth-man quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Wisdom. Second, choose the Hermit background.

Class Features

As a Phantom sixth-man you gain the following class features.

Hit Points

Hit Dice: 1d8 per Phantom sixth-man level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Phantom sixth-man level after 1st

Proficiencies

Armor: none
Weapons: simple weapons, gauntlets
Tools: Thieves' tools
Saving Throws: dexterity, wisdom
Skills: choose three from stealth, sleight of hand, Acrobatics, deception and perception

Equipment

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

  • (a) seirin basketball uniform or (b) smol doggo that does nothing
  • (a) a dagger or (b) a sickle
  • (a) a burglar's pack or (b) an explorer's pack or (c) a dungeoneer's pack
  • (a) a scimitar or (b) a shortsword
  • If you are using starting wealth, you have starting wealth, 4d4 x 10 gp in funds.

Table: The Phantom sixth-man

LevelProficiency
Bonus
Phantom PointsFeatures
1st+22Phantom points, Misdirection, Phantom Shot
2nd+24Invisible pass
3rd+26
4th+28Ability Score Improvement
5th+310Cyclone pass
6th+312
7th+314Ignite pass
8th+316Ability Score Improvement, Misdirection(upgrade)
9th+418Vanishing Drive
10th+420
11th+422Ignite pass kai
12th+424Ability Score Improvement
13th+526Misdirection Overflow
14th+528
15th+530
16th+532Ability Score Improvement
17th+634Quasi-Emperors Eye
18th+636
19th+638Ability Score Improvement
20th+640Zone

Phantom points

Beginning at 1st level, you feel like you can enhance your power among other things to get stronger. You have an amount of phantom points equal to your class level + your Intelligence modifier. You regain a number of phantom points equal to your Intelligence modifier after you finish a short rest and you regain all your phantom points when you finish a long rest.

Misdirection

As the phantom sixth-man, you are small and scrawny. You are able to keep your emotions in check and are very quiet, which makes you not very noticeable. Starting at level 1, You can use misdirection to disengage three times. You need to finish a long rest before you can use this feature again.

Phantom shot

After redirecting attacks and hitting people directly, you decide you want to throw something yourself, thus the phantom shot is born. Starting at level 1, For any objects, and weapons that are considered light or small that you use does 1d4+dex modifier. Does more damage at higher levels(look at the table).

Invisible pass

After using misdirection for a while, you decide to do something other than vanish. Starting at level 2 you can use 2 phantom points to redirect an enemy's attack as a reaction(apart from melee attacks).

cyclone pass

You've mastered the invisible pass, but you need to help your party more. So, you come up with the cyclone pass. The cyclone pass redirects your ally's magic attack but adds 10 damage. You can use this feature three times but afterwards must finish a short rest to recharge.

Ignite pass

The cyclone pass is nice, but not enough. Finally you create the ignite pass. It still redirects an ally's magic attack but adds 10 fire damage. you can use this feature three times and must finish a short rest to recharge the feature.

Misdirection (upgrade)

After a while your stamina improves. You can now use misdirection five times and have to finish a short rest to recharge this feature.

vanishing drive

All you've been doing is redirecting attacks? Feel pretty useless? Well now you've learnt the vanishing drive. Target a creature you choose and nothing will stop you from stabbing it. You can use this feature twice but must finish a short rest to recharge.

Ignite pass kai

After hitting people directly for a while you decide to improve the ignite pass. Now it redirects an ally's attack but doubles its damage and turns it into fire damage. You can only use this feature once and must recharge by finishing a short rest.

Misdirection overflow

You go above and beyond with misdirection, now being able to use it on your allies. You can make your allies vanish and give your party a strategic advantage or it just makes it easy to retreat. You can use this feature three times and must finish a short rest to recharge this feature.

quasi-emperors eye

If you correctly guess an opponents move, nullify it. You can use this feature once but afterwards can finish a short rest to recharge this feature.

Zone

All of your abilities are doubled and can use all of your features an unlimited amount of times until the opponent/opponents are defeated. You must finish a long rest to use this feature.

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.

Multiclassing


Prerequisites. To qualify for multiclassing into the phantom sixth-man class, you must meet these prerequisites: be 5'6 or under and 57kg or under

Proficiencies. When you multiclass into the Phantom sixth-man class, you gain the following proficiencies: stealth and sleight of hand



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