LGtC:Phantomblade

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Phantomblade

A powerful being reached out to you from beyond the veil—a ghost of a powerful person, a dead relative, a shade from the void, or something far worse—which has granted you powers similar to those they possess. The being could have an ancestral relation to you or they might seek something that only you can provide. Nonetheless Phantomblades who wield such ethereal power are forever changed.

Phantomblade Features
Level Feature
1st Path Spells, Spiritual Offerings
6th Spirit Wound
10th Aid From Beyond
14th Spectral Movement

Path Spells

1st-level Phantomblade feature

You gain path spells at the nightblade levels listed in the Phantomblade Path Spells table. See the Path Spells class feature for how path spells work.

Phantomblade Path Spells
Nightblade Level Spells
1st unseen servant, death scythe
3rd enthrall, grim focus
5th fear, spirit guardians
7th death ward, phantasmal killer
9th ddetonating siphon, reincarnate

Spiritual Offerings

1st-level Phantomblade feature

You are given special abilities by the spirit that granted you power. You gain 2 spiritual offerings of your choice. Your spiritual offerings options are detailed at the end of this subclass description. You learn additional spiritual offerings when you gain certain nightblade levels. You gain one additional spiritual offering of your choice at 6th level, at 10th, and again at 14th level.

As an action, if the Spiritual Offering has no duration listed, you can touch any willing creature to grant them the power for 8 hours. When you do this, you do not benefit from the ability. You can revoke the ability at any time to regain the power.

Spirit Wound

6th-level Phantomblade feature

As a bonus action, your weapon attacks deal necrotic damage until the start of your next turn, instead of the damage type they would normally deal. Alternatively, you can use a reaction when you see an ally make a weapon attack to turn the damage they deal from the attack into necrotic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Aid From Beyond

10th-level Phantomblade feature

As an action, you can summon a spirit from beyond the veil. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Phantasmal Spirit stat block, which uses your proficiency bonus (PB) in several places. The spirit takes a vaguely humanoid form, which is determined by the GM.

In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys any verbal commands that you issue to it (no action required). Its actions are listed on its stat block, or it can take some other action. If you don't issue any commands to the spirit, it takes the Dodge action and uses its move to avoid danger. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

Phantasmal Spirit
Medium undead

Armor Class 16 (natural armor)
Hit Points 5 + five times your nightblade level
Speed 40 ft.

STR AGI END INT WIL PER
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 8 (-1)

Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge -        Proficiency Bonus equals your bonus

Immutable Form. The spirit is immune to any spell or effect that would alter its form.

Actions

Force-empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB force damage.

Found In:


Spectral Movement

14th-level Phantomblade feature

You have the ability to phase through walls or objects up to 2 feet thick. You can’t move through creatures using this ability. In addition, difficult terrain no longer affects you and you can use a bonus action to gain a flying speed equal to half your movement speed until the end of your turn. When your turn ends, you fall if still aloft, unless you can stop the fall. If you end your turn in an object or creature, you are shunted to the nearest unoccupied space, taking 1d6 force damage for every 5 feet you are moved.

At 18th level, you can move through walls or objects that are up to 5 feet thick.

Spiritual Offerings

The spiritual offerings are listed below in alphabetical order. If a spiritual offering has prerequisites, you must meet them to learn it. You can’t take a Spiritual Offering more than once.

Assassin's Will

Prerequisite: 6th level

As a bonus action, you summon a phantom weapon in your free hand, which takes the form of your choice. While you wield this weapon, you are considered proficient with it. If you summon a ranged weapon it also creates a bundle of ammunition alongside it. All ammunition disappears once the weapon vanishes.

You use your spell attack bonus to make attacks with this weapon and it deals necrotic damage equal 1d8 + your Personality modifier. The weapon’s damage increases by 1d8 when you reach 10th level (2d8), 15th level (3d8), and 18th level (4d8).

The weapon lasts for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

Corruption Barrier

As a reaction to being hit by an attack that deals necrotic damage, you become resistant to necrotic damage until the start of your next turn.

Ethereal Sight

Prerequisite: 10th level

Your passive Perception increases by +5. You are able to see invisible creatures within 30 feet of you and you can not be surprised while conscious.

Ghost Armor

Prerequisite: 6th level

When obscured by dim light or darkness, the shadows cling to your form, providing a +2 bonus to your AC.

Malefic Offering

Whenever you deal necrotic or psychic damage with a spell or weapon attack, the damage ignores enemy resistances. Targets that are normally immune to necrotic or psychic damage are instead considered resistant this damage.

Phantasmal Restoration

Prerequisite: 6th level

As an action, you restore either 4d6 hit points or 2d4 magicka points, or you can gain half as much to each. Once you use this feature, you can not use it again until finishing a short or long rest.

Phantom Senses

You gain proficiency in the Perception, Investigation, or Insight skill (your choice). If you are already proficient in the chosen skill, your proficiency bonus is doubled for any attribute check you make with it.

Possession

Prerequisite: 6th level

You can cast Charm Person without expending magicka. You can do this a number of times equal to your Personality modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.

Silent Whispers

When you cast a spell, you can cast it without somatic or verbal components. If the spell would normally make a sound, it is now silent. Once you use this feature, you can’t use it again until you finish a short or long rest.

Spectral Shield

Prerequisite: 10th level

When a weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + your Personality modifier. If you reduce the damage to 0, the attack phases through your body as if you were ethereal.

Spiritual Guidance

As a bonus action, you and up to three other willing creatures within 30 feet of you gain a +2 bonus to all saving throws for the next minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

Spiritual Healing

Whenever you cast a spell granted by your Phantom Path Spells, your spirit restores itself. You regain 1 hit point for each level the spell is cast at.

Void Step

Prerequisite: 6th level

You no longer set off traps that trigger due to weight, such as pressure plates, unless you wish to. In addition, whenever you use the Disengage action, you can also take the Dash action as part of this action.