Phantom Rogue - V1.0
Phantom Rogue - V1.0
The Phantom Rogue combines a supernatural/ghostly As if the Phantom wasn’t unique and exciting enough,
theme with the Rogue class to create a semi-casting there are some special items granted to you upon
subclass that enhances the Rogue’s list of gameplay character creation to help you ply your trade and
options. While you can play a character however you channel some of those abilities.
like, these undertones are built into the class
mechanics, with a resource that refuels when anything Spirit Box
around the Phantom dies. Managing this resource This special item is a vessel (of the characters choice of
properly, the Phantom can do plenty of extra damage description) that house a spirit or spirits collected by the
very consistently. Even with our supernatural, macabre phantom. They can do simple tasks such as what mage
abilities we’re still a Rogue, trying to get our Sneak hand can do and can be used to picl locks and disarm
Attacks in when we can. traps however, the catch is that the uses must be
Spritual Connection making physical contact with the spirit in order for them
to accomplish the task at hand.
The Phantom’s connection to the other side is usually Spectral Weapons
something they untintentionally gained and not a power
they chose/pursued. It can however, be a ability they Starting at level 3, Phantoms can choose to put down
now enjoy or find comfort in and doesn’t have to be a their conventional weapons and adopt a newly made
‘symptom’ of your character spectral weapon. These weapons will only show their
Class Merge spectral properties to the owner if inspected by anyone
else it would be impossible to tell them apart from
The Phantom Class is based on qualities usually found regular, non magic weapons. They can however, be
in a Rogue and a Sorceror. It combines the dexterity accidentally acquired by person(s) other than the
and darkly ambitious nature of a Rogue with the spell original owner.
casting and mysterious aura of a sorceror. To balance
the merge only a limited spell list is available to this Parasite Gauntlet
class. This weapon is a gauntlet that is only visible either at
the characters will or during combat. It is a gauntlet that
covers the majority of the forearm adding some slight
protection and adds 8 inch long claws over the fingers.
Spectral Rapier
Much like the Gauntlet this particular rapier is only
visible at the characters will. The user is able to
summon and dismiss this weapon rapidly allowing for
some truly amazing sword work.
Spiritual Requirements.
Spectral weapons usually have special abilities beyond what
is described in this guide. Your DM may choose to give the
weapons a different ability to fit the narrative more effectively.
1
The Phantom
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Sneak Attack, Thieves’ Cant 1 1 — — — —
2nd +2 - 2 2 — — — —
3rd +2 Spectral Weapon 3 2 — — — —
4th +2 Ability Improvement 3 2 — — — —
5th +3 Uncanny Dodge 3 3 1 — — —
6th +3 - 4 3 2 — — —
7th +3 Street Smarts 4 3 2 — — —
8th +3 Ability Improvement 4 3 2 — — —
9th +4 - 5 3 3 — — —
10th +4 Spirit Forge 5 3 3 1 — —
11th +4 - 5 3 3 1 — —
12th +4 Ability Improvement 6 3 3 2 — —
13th +5 Phasewalk 6 3 3 2 — —
14th +5 Ghostly Sense 6 3 3 2 — —
15th +5 - 7 3 3 3 1 —
16th +5 Ability Improvement 7 3 3 3 1 —
17th +6 - 7 3 3 3 2 1
18th +6 Elusive 8 3 3 3 2 1
19th +6 Ability Improvement 8 3 3 3 3 2
20th +6 Stroke Of Luck 8 3 3 3 3 2
Equipment
Class Features
As a Phantom you gain the following class features. You start with the following equipment:
A Rapier or Dagger
Hit Points
Hit Die:1D8 Per Level Shortbow and 20 Arrows
Hit Points at 1st Level: 8+ Constitution Modifier A burglar’s pack, a dungeoneer’s pack or an
Proficiencies
explorer’s pack
Weapons: Rapiers, Pistols, Longswords, Daggers Sprit Box and 2 Throwing Knives
Tools: Spirit Box (Thieves Tools equivalent)
Weapon Values
Weapon Damage Properties
Saving Throws: Dexterity, Intelligence Rapier 1D6 Finesse
Piercing
Skills: Choose three from Acrobatics, Athletics, Dagger 1D4 Piercing, Light, Thrown (20/60)
Deception, Insight, Intimidation, Investigation, Shortbow 1D6 Piercing, Two Handed, Ranged
Perception, Performance, Persuasion, Sleight of Hand, (80/320)
and Stealth Throwing 2 Piercing, Light, Thrown (10/20)
Knives
2
Features Spirit Forge
This information is hidden from the player. Expect a
Sneak Attack pleasant surprise though!
Beginning at 1st level, you know how to strike subtly Phasewalk
and exploit a foe’s distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit with Starting at 13th level, you gain the ability to tap into the
an attack if you have advantage on the attack roll. The spectral void and traverse through allowing you to use
attack must use a finesse or a ranged weapon. as a means to navigate over or even through real world
You don’t need advantage on the attack roll if another obstacles. This will only work on physical or mechanical
enemy of the target is within 5 feet of it, that enemy isn’t obstacles and cannot be used on magical objects.
incapacitated, and you don’t have disadvantage on the Once you use this feature, you can’t use it again until
attack roll. you finish a short or long rest.
The amount of the extra damage increases as you gain Ghostly Sense
levels in this class, as shown in the Sneak Attack Starting at 14th level, if you are able to hear, you are
column of the Rogue table. aware of the location of any hidden or invisible creature
Character Advancement within 10 feet of you.
Level Sneak Attack Elusive
1 1D6
Beginning at 18th level, you are so evasive that
3
5
2D6
3D6
attackers rarely gain the upper hand against you.
7 4D6 No attack roll has advantage against you while you
9
11
5D6
6D6
aren’t incapacitated.
13 7D6 Stroke Of Luck
15 8D6
At 20th level, you have an uncanny knack for
17 9D6
succeeding when you need to. If your attack misses a
19 10D6
target within range, you can turn the miss into a hit.
Thieves’ Cant Alternatively, if you fail an ability check, you can treat
the d20 roll as a 20.
During your rogue training you learned thieves’ cant, a Once you use this feature, you can’t use it again until
secret mix of dialect, jargon, and code that allows you to you finish a short or long rest.
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 or the territory of a
thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe
house for thieves on the run.
Uncanny Dodge
Starting at 5th 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.
Street Smarts
Starting at 7th level, when combat is initiated you gain a
+2 bonus to your initiative modifier.
3
Spell List If you create a sound, its volume can range from a
whisper to a scream. It can be your voice, someone
else’s voice, a lion’s roar, a beating of drums, or any
other sound you choose. The sound continues unabated
Shadow Lantern
throughout the duration, or you can make discrete
Cantrip sounds at different times before the spell ends.
Casting Time: 1 action
User conjures a lantern that emits ghostly light only If you create an image of an object–such as a chair,
seen by the user and permitted company muddy footprints, or a small chest–it must be no larger
than a 5-foot cube. The image can’t create sound, light,
smell, or any other sensory effect. Physical interaction
Mage Hand with the image reveals it to be an illusion, because
Cantrip things can pass through it.
Casting Time: 1 action If a creature uses its action to examine the sound or
Range: 30 ft image, the creature can determine that it is an illusion
Duration: 1 Minute with a successful Intelligence (Investigation) check
A spectral, floating hand appears at a point you choose against your spell save DC. If a creature discerns the
within range. The hand lasts for the duration or until illusion for what it is, the illusion becomes faint to the
you dismiss it as an action. The hand vanishes if it is creature.
ever more than 30 feet away from you or if you cast this
spell again. Sword Burst
You can use your action to control the hand. You can Cantrip
use the hand to manipulate an object, open an unlocked Casting Time: 1 action
door or container, stow or retrieve an item from an open Range: self (5ft Radius)
container, or pour the contents out of a vial. You can Duration: instantaneous
move the hand up to 30 feet each time you use it. You create a momentary circle of spectral blades that
The hand can’t attack, activate magic items, or carry sweep around you. All other creatures within 5 feet of
more than 10 pounds. you must succeed on a Dexterity saving throw or take
1d6 force damage.
Message
Chill Touch
Cantrip
Cantrip
Casting Time: 1 action 1 action
Range: 20 ft Casting Time:
120 feet
Duration: 1 Round Range:
Duration: 1 round
You point your finger toward a creature within range Damage: Necrotic
and whisper a message. The target (and only the target) You create a ghostly, skeletal hand in the space of a
hears the message and can reply in a whisper that only creature within range. Make a ranged spell attack
you can hear. against the creature to assail it with the chill of the
You can cast this spell through solid objects if you are grave. On a hit, the target takes 1d8 necrotic damage,
familiar with the target and know it is beyond the and it can’t regain hit points until the start of your next
barrier. Magical silence, 1 foot of stone, 1 inch of turn. Until then, the hand clings to the target.
common metal, a thin sheet of lead, or 3 feet of wood If you hit an undead target, it also has disadvantage on
blocks the spell. The spell doesn’t have to follow a attack rolls against you until the end of your next turn.
straight line and can travel freely around corners or
through openings. This spell’s damage increases by 1d8 when you reach
Minor Illusion
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Cantrip Soul Harvest
Casting Time: 1 action -
Cantrip Mandatory at 10th level
Range: 30 ft 1 action
Duration: 1 Minute Casting Time:
Range: sight
You create a sound or an image of an object within Duration: permanent
range that lasts for the duration. The illusion also ends Upon conclusion of a combat encounter you may
if you dismiss it as an action or cast this spell again. harvest a number of souls determined by 1D6 from the
deceased.
4
Mending Spectral Bolt
Cantrip Cantrip
Casting Time: 1 minute Casting Time: 1 action
Range: touch Range: 120 ft
Duration: instantaneous Duration: instantaneous
This spell repairs a single break or tear in an object you You hurl a bolt of spectral energy at a creature or object
touch, such as a broken chain link, two halves of a within range. Make a ranged spell attack against the
broken key, a torn cloak, or a leaking wineskin. As long target. On a hit, the target takes 1d6 necrotic damage.
as the break or tear is no larger than 1 foot in any
dimension, you mend it, leaving no trace of the former Spare The Dying
damage. Cantrip
This spell can physically repair a magic item or Casting Time: 1 action
construct, but the spell can’t restore magic to such an Range: touch
object. Duration: instantaneous
You touch a living creature that has 0 hit points. The
Thaumaturgy creature becomes stable. This spell has no effect on
Cantrip undead or constructs.
Casting Time: 1 action
Range: 30 ft
Duration: 1 minute
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
magical effects within range:
Your voice booms up to three times as loud as normal
for 1 minute. You cause flames to flicker, brighten, dim,
or change color for 1 minute. You cause harmless
tremors in the ground for 1 minute. You create an
instantaneous sound that originates from a point of your
choice within range, such as a rumble of thunder, the
cry of a raven, or ominous whispers. You
instantaneously cause an unlocked door or window to
fly open or slam shut. You alter the appearance of your
eyes for 1 minute.
If you cast this spell multiple times, you can have up to
three of its 1-minute effects active at a time, and you can
dismiss such an effect as an action.
Booming Blade
Cantrip
Casting Time: 1 action
Range: self (5ft) radius
Duration: 1 round
You brandish the weapon used in the spell’s casting and
make a melee attack with it against one creature within
5 feet of you. On a hit, the target suffers the weapon
attack’s normal effects and then becomes sheathed in
booming energy until the start of your next turn. If the
target willingly moves 5 feet or more before then, the
target takes 1d8 thunder damage, and the spell ends.
5
Charm Person an Intelligence (Investigation) check against your spell
1st Level save DC.
Casting Time: 1 action Silent Image
Range: 30 ft
Duration: 1 hour 1st Level
You attempt to charm a humanoid you can see within Casting Time: 1 action
range. It must make a Wisdom saving throw, and does Range: 60 ft
so with advantage if you or your companions are Duration: 10 minutes
fighting it. If it fails the saving throw, it is charmed by You create the image of an object, a creature, or some
you until the spell ends or until you or your companions other visible phenomenon that is no larger than a 15-
do anything harmful to it. The charmed creature foot cube. The image appears at a spot within range and
regards you as a friendly acquaintance. When the spell lasts for the duration. The image is purely visual; it isn’t
ends, the creature knows it was charmed by you. accompanied by sound, smell, or other sensory effects.
At Higher Levels. When you cast this spell using a spell You can use your action to cause the image to move to
slot of 2nd level or higher, you can target one additional any spot within range. As the image changes location,
creature for each slot level above 1st. The creatures you can alter its appearance so that its movements
must be within 30 feet of each other when you target appear natural for the image. For example, if you create
them. an image of a creature and move it, you can alter the
image so that it appears to be walking.
False Life
Physical interaction with the image reveals it to be an
1st Level
illusion, because things can pass through it. A creature
Casting Time: 1 action that uses its action to examine the image can determine
Range: self that it is an illusion with a successful Intelligence
Duration: 1 hour (Investigation) check against your spell save DC. If a
Bolstering yourself with a necromantic facsimile of life, creature discerns the illusion for what it is, the creature
you gain 1d4 + 4 temporary hit points for the duration. can see through the image.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you gain 5 additional Misty Step
temporary hit points for each slot level above 1st. 2nd Level
Casting Time: 1 bonus action
Disguise Self Range: self
1st Level Duration: Instantaneous
Casting Time: 1 action Briefly surrounded by silvery mist, you teleport up to 30
Range: self feet to an unoccupied space that you can see.
Duration: 1 hour
You make yourself–including your clothing, armor, Borrowed Knowledge
weapons, and other belongings on your person–look 2nd Level
different until the spell ends or until you use your action Casting Time: 1 action
to dismiss it. You can seem 1 foot shorter or taller and Range: self
can appear thin, fat, or in between. You can’t change Duration: 1 hour
your body type, so you must adopt a form that has the You draw on knowledge from spirits of the past. Choose
same basic arrangement of limbs. Otherwise, the extent one skill in which you lack proficiency. For the spell’s
of the illusion is up to you. duration, you have proficiency in the chosen skill. The
The changes wrought by this spell fail to hold up to spell ends early if you cast it again.
physical inspection. For example, if you use this spell to
add a hat to your outfit, objects pass through the hat,
and anyone who touches it would feel nothing or would
feel your head and hair. If you use this spell to appear
thinner than you are, the hand of someone who reaches
out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its
action to inspect your appearance and must succeed on
6
Blindness/Deafness Speak With Dead
2nd Level 3rd Level
Casting Time: 1 action Casting Time: 1 action
Range: 30 ft Range: 10 ft
Duration: 1 minute Duration: 10 minutes
You can blind or deafen a foe. Choose one creature that You grant the semblance of life and intelligence to a
you can see within range to make a Constitution saving corpse of your choice within range, allowing it to
throw. If it fails, the target is either blinded or deafened answer the questions you pose. The corpse must still
(your choice) for the duration. At the end of each of its have a mouth and can’t be undead. The spell fails if the
turns, the target can make a Constitution saving throw. corpse was the target of this spell within the last 10
On a success, the spell ends. days.
At Higher Levels. When you cast this spell using a spell Until the spell ends, you can ask the corpse up to five
slot of 3rd level or higher, you can target one additional questions. The corpse knows only what it knew in life,
creature for each slot level above 2nd. including the languages it knew. Answers are usually
brief, cryptic, or repetitive, and the corpse is under no
Haste compulsion to offer a truthful answer if you are hostile
3rd Level to it or it recognizes you as an enemy. This spell doesn’t
1 action return the creature’s soul to its body, only its animating
Casting Time:
30 ft spirit. Thus, the corpse can’t learn new information,
Range:
1 minute doesn’t comprehend anything that has happened since
Duration:
it died, and can’t speculate about future events.
Choose a willing creature that you can see within range.
Until the spell ends, the target’s speed is doubled, it Summon Undead
gains a +2 bonus to AC, it has advantage on Dexterity 3rd Level
saving throws, and it gains an additional action on each 1 action
of its turns. That action can be used only to take the Casting Time:
90 ft
Attack (one weapon attack only), Dash, Disengage, Range:
concentration (up to 1 hour)
Hide, or Use an Object action. Duration:
When the spell ends, the target can’t move or take You call forth an undead spirit. It manifests in an
actions until after its next turn, as a wave of lethargy unoccupied space that you can see within range. This
sweeps over it. corporeal form uses the Undead Spirit stat block. When
you cast the spell, choose the creature’s form: Ghostly,
Revivify Putrid, or Skeletal. The spirit resembles an undead
3rd Level creature with the chosen form, which determines
1 action certain traits in its stat block. The creature disappears
Casting Time:
Range: Touch when it drops to 0 hit points or when the spell ends.
Duration: Instantaneous The creature is an ally to you and your companions. In
You touch a creature that has died within the last combat, the creature shares your initiative count, but it
minute. That creature returns to life with 1 hit point. takes its turn immediately after yours. It obeys your
This spell can’t return to life a creature that has died of verbal commands (no action required by you). If you
old age, nor can it restore any missing body parts. don’t issue any, it takes the Dodge action and uses its
move to avoid danger.
Remove Curse
3rd Level At Higher Levels. When you cast this spell using a spell
1 action slot of 4th level or higher, use the higher level wherever
Casting Time:
Range: Touch the spell’s level appears in the stat block
Duration: Instantaneous See below for stat blocks
At your touch, all curses affecting one creature or object
end. If the object is a cursed magic item, its curse
remains, but the spell breaks its owner’s attunement to
the object so it can be removed or discarded.
7
Arcane Eye Blight
4th Level 4th Level
Casting Time: 1 action Casting Time: 1 action
Range: 30 ft Range: 30 ft
Duration: 1 hour Duration: instantaneous
You create an invisible, magical eye within range that Necromantic energy washes over a creature of your
hovers in the air for the duration. choice that you can see within range, draining moisture
and vitality from it. The target must make a Constitution
You mentally receive visual information from the eye, saving throw. The target takes 8d8 necrotic damage on
which has normal vision and darkvision out to 30 feet. a failed save, or half as much damage on a successful
The eye can look in every direction. one. This spell has no effect on undead or constructs.
As an action, you can move the eye up to 30 feet in any If you target a plant creature or a magical plant, it
direction. There is no limit to how far away from you the makes the saving throw with disadvantage, and the spell
eye can move, but it can’t enter another plane of deals maximum damage to it.
existence. A solid barrier blocks the eye’s movement,
but the eye can pass through an opening as small as 1 If you target a nonmagical plant that isn’t a creature,
inch in diameter. such as a tree or shrub, it doesn’t make a saving throw;
You create an invisible, magical eye within range that it simply withers and dies.
hovers in the air for the duration. At Higher Levels. When you cast this spell using a spell
You mentally receive visual information from the eye, slot of 5th level or higher, the damage increases by 1d8
which has normal vision and darkvision out to 30 feet. for each slot level above 4th.
The eye can look in every direction.
As an action, you can move the eye up to 30 feet in Shadow Of Moil
any direction. There is no limit to how far away from 4th Level
you the eye can move, but it can’t enter another plane of 1 action
existence. A solid barrier blocks the eye’s movement, Casting Time:
self
but the eye can pass through an opening as small as 1 Range:
concentration (up to 1 minute)
inch in diameter. Duration:
Flame-like shadows wreathe your body until the spell
Banishment ends, causing you to become heavily obscured to others.
4th Level The shadows turn dim light within 10 feet of you into
Casting Time: 1 action darkness, and bright light in the same area to dim light.
Range: 60 ft Until the spell ends, you have resistance to radiant
Duration: 1 minute damage. In addition, whenever a creature within 10 feet
You attempt to send one creature that you can see of you hits you with an attack, the shadows lash out at
within range to another plane of existence. The target that creature, dealing it 2d8 necrotic damage.
must succeed on a Charisma saving throw or be
banished.
If the target is native to the plane of existence you’re on,
you banish the target to a harmless demiplane. While
there, the target is incapacitated. The target remains
there until the spell ends, at which point the target
reappears in the space it left or in the nearest
unoccupied space if that space is occupied.
If the target is native to a different plane of existence
than the one you’re on, the target is banished with a
faint popping noise, returning to its home plane. If the
spell ends before 1 minute has passed, the target
reappears in the space it left or in the nearest
unoccupied space if that space is occupied. Otherwise,
the target doesn’t return.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, you can target one additional
creature for each slot level above 4th.
8
Circle Of Death
At Higher Levels. If you cast this spell using a spell slot
5th Level
of 6th level or higher, you can alter the target’s
Casting Time: 1 action memories of an event that took place up to 7 days ago
Range: 150 ft (6th level), 30 days ago (7th level), 1 year ago (8th level),
Duration: instantaneous or any time in the creature’s past (9th level).
A sphere of negative energy ripples out in a 60-foot-
radius sphere from a point within range. Each creature Contagion
in that area must make a Constitution saving throw. A 5th Level
target takes 8d6 necrotic damage on a failed save, or Casting Time: 1 action
half as much damage on a successful one. Range: Touch
At Higher Levels. When you cast this spell using a spell Duration: 7 Days
slot of 7th level or higher, the damage increases by 2d6 Your touch inflicts disease. Make a melee spell attack
for each slot level above 6th. against a creature within your reach. On a hit, the target
is poisoned.
Modify Memory
At the end of each of the poisoned target’s turns, the
5th Level
target must make a Constitution saving throw. If the
Casting Time: 1 action target succeeds on three of these saves, it is no longer
Range: 30 ft poisoned, and the spell ends. If the target fails three of
Duration: 1 minute these saves, the target is no longer poisoned, but choose
You attempt to reshape another creature’s memories. one of the diseases below. The target is subjected to the
One creature that you can see must make a Wisdom chosen disease for the spell’s duration.
saving throw. If you are fighting the creature, it has Since this spell induces a natural disease in its target,
advantage on the saving throw. On a failed save, the any effect that removes a disease or otherwise
target becomes charmed by you for the duration. The ameliorates a disease’s effects apply to it.
charmed target is incapacitated and unaware of its
surroundings, though it can still hear you. If it takes any Blinding Sickness. Pain grips the creature’s mind, and
damage or is targeted by another spell, this spell ends, its eyes turn milky white. The creature has disadvantage
and none of the target’s memories are modified. on Wisdom checks and Wisdom saving throws and is
While this charm lasts, you can affect the target’s blinded.
memory of an event that it experienced within the last Filth Fever. A raging fever sweeps through the
24 hours and that lasted no more than 10 minutes. You creature’s body. The creature has disadvantage on
can permanently eliminate all memory of the event, Strength checks, Strength saving throws, and attack
allow the target to recall the event with perfect clarity rolls that use Strength.
and exacting detail, change its memory of the details of
the event, or create a memory of some other event. Flesh Rot. The creature’s flesh decays. The creature has
You must speak to the target to describe how its disadvantage on Charisma checks and vulnerability to
memories are affected, and it must be able to all damage.
understand your language for the modified memories to Mindfire. The creature’s mind becomes feverish. The
take root. Its mind fills in any gaps in the details of your creature has disadvantage on Intelligence checks and
description. If the spell ends before you have finished Intelligence saving throws, and the creature behaves as
describing the modified memories, the creature’s if under the effects of the confusion spell during combat.
memory isn’t altered. Otherwise, the modified
memories take hold when the spell ends. Seizure. The creature is overcome with shaking. The
creature has disadvantage on Dexterity checks,
A modified memory doesn’t necessarily affect how a Dexterity saving throws, and attack rolls that use
creature behaves, particularly if the memory contradicts Dexterity.
the creature’s natural inclinations, alignment, or beliefs.
An illogical modified memory, such as implanting a Slimy Doom. The creature begins to bleed
memory of how much the creature enjoyed dousing uncontrollably. The creature has disadvantage on
itself in acid, is dismissed, perhaps as a bad dream. The Constitution checks and Constitution saving throws. In
GM might deem a modified memory too nonsensical to addition, whenever the creature takes damage, it is
affect a creature in a significant manner. stunned until the end of its next turn.
A remove curse or greater restoration spell cast on the
target restores the creature’s true memory.
9
Summon Undead Spirit Stats Necrotic Spells & Soul
Harvesting
Undead Spirit The Phantom class has both the ability to harvest souls
Ghost/Putrid/Skeletal and cast necrotic spells, these mechanics must work in
conjunction with each other to access the full potential
Armor Class 11+ Spell Level of the character.
Hit Points 20 Skeletal 30 Ghost/Putrid
Speed 30 ft, 40 ft Ghost only Souls must be spent in order to cast necrotic spells, the
cost of souls will be equal to the spells level. This
STR DEX CON INT WIS CHA transaction cannot be undone afterwards.
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)
The soul harvesting system can be also used outside of
Damage Immunities Necrotic, Poison spell casting to power up skills, features or items, the
Condition Immunities Exhaustion, frightened, paralyzed, system is flexible and can be implemented easily into a
poisoned
Senses darkvision 60 ft., passive Perception 10
GM’s own storylines or custom game mechanics.
Languages Same as user
Challenge —–
Proficieny Bonus Same as user
Festering Aura. (Putrid Only) Any creature, other than you, that
starts its turn within 5 feet of the spirit must succeed on a
Constitution saving throw against your spell save DC or be
poisoned until the start of its next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half
this spell’s level (rounded down).
Grave Bolt. (Skeletal Only) Ranged Spell Attack: your spell attack
modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the
spell’s level necrotic damage.
10