Phantom Knight (3.5e Class)
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The Phantom Knight is a mysterious character, fighting with blades made of illusion that cut like steel and appearing to be in multiple places at once. They can appear and disappear at will, cutting down their enemies with a whimsical mix of might and magic.
Making a Phantom Knight
The Phantom Knight can access illusion spells and doesn't require any material form of attack as they can simply pull a weapon out of thin air. Their main strengths are their ability to easily move throughout combat, inflict damage to their opponent, and inflict a variety of status effects on their enemies. The Phantom Knight can only wear light armor in the beginning and may later wear medium armor and has relatively low hit dice. They work best with a character to take the attention off them, but can work well without one as well.
Abilities: The most important features of the Phantom Knight are their ability to make copies of themselves and use them in ways to devastate their enemies, and their magical weaponry. Their most important stat is charisma in order to increase the DC of their spells and improve their phantasmal attacks, dexterity is important for reflex saves and armor class, constitution is important for their fortitude saves which are rather weak, and to improve their hit points.
Alignment: Any Chaotic.
Starting Gold: 4d20x10.
Starting Age: Simple.
|Saving Throws||Special||Spells per Day|
|1st||+1||+0||+2||+2||Phantom Strike, Phantasmal Weaponry, Shifting Form, Light Armor Fluidity||4||2||—||—||—||—||—||—||—|
|2nd||+2||+0||+3||+3||Detonate, Slicing Phantasm||5||3||—||—||—||—||—||—||—||—|
|3rd||+3||+1||+3||+3||Phantom Step, Sundering Phantasm||5||3||2||—||—||—||—||—||—||—|
|4th||+4||+1||+4||+4||Phantasmal Weaponry II, Sneak Attack 1d6||5||4||3||—||—||—||—||—||—||—|
|5th||+5||+1||+4||+4||Slowing Detonation, Illusion Capacity 2||5||4||3||2||—||—||—||—||—||—|
|6th||+6/+1||+2||+5||+5||Improved Illusions, Blinding Detonation, Phantom Strike (d8)||5||4||4||3||—||—||—||—||—||—|
|8th||+8/+3||+2||+6||+6||Sweeping Phantasm, Improved Critical: Phantom Weapons, Phantasmal Weaponry III, Sneak Attack 2d6||5||5||4||4||3||—||—||—||—||—|
|9th||+9/+4||+3||+6||+6||Critical Shatters, Phantom Swirl||5||5||5||4||3||2||—||—||—||—|
|10th||+10/+5||+3||+7||+7||Refraction, Improved Phantasmal Weaponry, Illusion Capacity 3, Medium Armor Fluidity||5||5||5||4||4||3||—||—||—||—|
|11th||+11/+6/+1||+3||+7||+7||Phantasmal Ranger, Inferno Shatter||5||5||5||5||4||3||2||—||—||—|
|12th||+12/+7/+2||+4||+8||+8||Phantasmal Weaponry IV, Improved Detonation, Phantom Strike (d10), Sneak Attack 3d6||5||5||5||5||4||4||3||—||—||—|
|13th||+13/+8/+3||+4||+8||+8||Improved Shifting Form, Ethereal Slash||5||5||5||5||5||4||3||2||—||—|
|14th||+14/+9/+4||+4||+9||+9||Stunning Detonation, Improved Refraction||5||5||5||5||5||4||4||3||—||—|
|15th||+15/+10/+5||+5||+9||+9||Illusion Capacity 4, Phantom Rush||5||5||5||5||5||5||4||3||2||—|
|16th||+16/+11/+6||+5||+10||+10||Phantasmal Weaponry V, Whirlwind Phantasm, Sneak Attack 4d6||5||5||5||5||5||5||4||4||3||—|
|17th||+17/+12/+7||+5||+10||+10||Greater Shifting Form, Overwhelming Critical: Phantasmal Weaponry||5||5||5||5||5||5||5||4||3||2|
|18th||+18/+13/+8||+6||+11||+11||Poisonous Detonation, Phantom Strike (d12)||5||5||5||5||5||5||5||4||4||3|
|19th||+19/+14/+9||+6||+11||+11||Greater Detonation, Leeching Phantasm||5||5||5||5||5||5||5||5||4||4|
|20th||+20/+15/+10||+6||+12||+12||Illusory Storm, Phantasmal Weaponry VI, Phantasmal Weapon Mastery||5||5||5||5||5||5||5||5||5||5|
Phantom Knights have a variety of supernatural abilities. All of the following are class features of the Phantom Knight.
Weapon and Armor Proficiency: The Phantom Knight is proficient in simple and martial weapons
Spells: Phantom Knights know all of their spells in advance and use charisma for casting and save DC's. In order to cast a spell, a Phantom Knight must have a Charisma score equal to 10+level of spell. Phantom Knights choose their spells from the following list:
0—Dancing Lights, Daze, Detect Magic, Faerie Fire, Flare, Ghost Sound, Message, Prestidigitation
1st—Color Spray, Comprehend Languages, Disguise Self, Expeditious Retreat, Hypnotism, Obscuring Mist
2nd—Blur, Daze Monster, Glitterdust, Hideous Laughter, Hypnotic Pattern, Invisibility
3rd&Marsh;Arcane Sight, Blink, Daylight, Dispel Magic, Displacement, Invisibility Sphere, Major Image
4th—Confusion, Dimension Door, Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Rainbow Pattern, Shadow Conjuration
5th—Break Enchantment, Dream, False Vison, Mirage Arcana, Nightmare, Passwall, Persistent Image, Seeming, Shadow Evocation, Telekinesis, Teleport
6th—Analyze Dweomer, Greater Dispel Magic, Mislead, Permanent Image, Programmed Image, Shadow Walk, True Seeing, Veil
7th—Ethereal Jaunt, Forcecage, Grasping Hand, Greater Shadow Conjuration, Mage's Magnificent Mansion, Mass Invisibility, Phase Door, Prismatic Spray, Project Image, Simulacrum, Vision
8th—Binding, Greater Shadow Evocation, Irresistible Dance, Maddening Scream, Maze, Power Word Stun, Prismatic Wall, Scintillating Pattern, Screen
9th—Astral Projection, Etherealness, Foresight, Freedom, Imprisonment, Mage's Disjunction, Prismatic Sphere, Shades, Teleportation Circle, Weird
Phantom Strike (Ex): The Phantom Knight attacks his enemy with illusory energy dealing and extra 1d6 damage per 4 character levels with a minimum of 1. The Phantom Knight must succeed on an attack roll to hit his enemy. This improves to 1d8 at level 6, and 1d10 at level 12, and 1d12 at level 18. This attack spawns one phantasmal image adjacent to its victim. The image can take 1 hit and can deal 1d4 damage as a standard attack using the same weapon as the Phantom Knight and has the same base movement speed as the Phantom Knight. If an image is dealt any damage regardless of how much, it counts as one hit. At level 1, the Phantom Knight may only have 1 phantasm or image at any time, creating another will destroy the oldest one. Copies bypass the same damage reduction as the Phantom Knight. All copies and phantasms use the Phantom Knight's Base Attack Bonus and CHA for hit bonuses, and can only hit once per round. This ability can be used once per 2 rounds and is a standard action. All images and phantasms unless otherwise stated only last 5 rounds. The Phantom Knight can direct the images and phantasms to use their standard attack as a free action.
Phantasmal Weaponry (Ex): The Phantom Knight may pick and choose any weapon he is proficient in and create an illusory image of it as a free action once per encounter. These weapons use the Phantom Knight's charisma for attack and damage and have no weight (But the force of blows are still felt). No matter what weapon the Phantom Knight chooses it deals 1d6 damage, and upgrades every fourth level. At level 4 it deals 1d10 damage and bypasses morphic damage reduction (piercing/slashing/bludgeoning), at level 8 it deals 2d6 damage and now bypasses adamantine damage reduction, at level 12 it deals 2d8 damage and now bypasses silver damage reduction, at level 16 it deals 5d4 damage and bypasses alignment based damage reduction, at level 20 it deals 4d6 damage and bypasses all damage reduction. Phantasmal weapons deal additional force damage equal to 1d4+half character level rounded down (minimum 1). Phantasmal Weapons have a critical threat range of 19-20 and a critical multiplier of x2.
Shifting Form: The Phantom Knight has a shifting form, seeming to move constantly, granting them a +2 exceptional bonus to AC and a 10 ft. bonus to move speed.(free action)
Light Armor Fluidity: The Phantom Knight is proficient in light armor and suffers no arcane spell failure from it.
Detonate (Su): At level 2, the Phantom Knight can now shatter his illusions in a burst of arcane energy dealing 1d6 damage per copy (+ character level divided by 2) to a number of enemies equal to the amount of detonated images. Opponents make a reflex save for half damage. The saving throw for this ability is equal to 10+Half Character Level rounded down+CHA modifier. This is a minor action. Opponents may only be struck by two detonations at maximum if there are less enemies than detonated illusions.
Slicing Phantasm (Su): At level 2, the Phantom Knight may summon a slicing phantasm as a move action. The slicing phantasm deals 2d8 damage, and its attacks cause a stack of bleeding (1d4 damage per round, max stacks 5). A Phantom Knight may only have three unique Phantasms at any given time. Phantasms are more resilient than normal images and may take 2 hits rather than 1. Phantasms must be summoned within attacking range of an enemy unless otherwise stated. All phantasm summons are move actions. The Phantom Knight may only have one of phantasm at any time, so summoning another Slicing Phantasm will destroy the first.
Phantom Step (Ex): At level 3, the Phantom Knight can target any enemy within close range (20 ft. + 5 ft./2 levels) and shadow step behind them, leaving behind an image. This attack deals an extra +1(Weapon dice) and adds sneak attack damage equal to (Character level divided by 5 rounded down)d6 minimum 1d6. This ability has a 4 round cooldown and may be used twice per encounter. This is a Full-Round Action.
Sundering Phantasm (Su): At level 3, the Phantom Knight may summon a sundering phantasm as a move action. The Sundering phantasm deals 2d8 damage and upon its first attack uses an ability that causes -2 to AC and -2 to Fortitude saves, the target may make a Fortitude save that must exceed 10+Half Character Level+CHA modifier of the Phantom Knight. This effect lasts 5 rounds.
Slowing Detonation: At level 5, the Phantom Knight may apply a slowing effect to his Detonations, causing a Slow effect on targeted enemies. The save for the damage and slow effects are separate and the targets must make a Fortitude save to escape being slowed. All status effect detonations use the same save DC as the original Detonation. All status effect Detonations lose one dice of damage per effect applied.
Improved Illusions: At level 6, the Phantom Knight has tapped into more of his power of illusion to increase the saves DC's of all his illusion abilities, phantasm abilities, and spells by 1. This Bonus increases to +2 at level 10, +3 at level 14, and +4 at level 18. All images and phantasms can now take an additional hit. All illusion spells are now 20% more real.
Blinding Detonation: At level 6, the Phantom Knight can apply a blinding effect to his Detonations, causing a blindness effect to targeted enemies. The targets must make an additional reflex save to escape the blinding effect. The effect lasts two rounds.
Sweeping Phantasm (Su): At level 8, the Phantom Knight may summon a phantasm that upon initial summoning, uses an attack that trips a target enemy, causing them to fall prone unless they succeed a reflex save equal to 10+(Half Character Level)+CHA modifier. This Phantasm deals 2d6 damage on a standard attack. This ability has a 4 round cooldown.
Improved Critical: Phantasmal Weaponry: At level 8, the Phantom Knight sharpens his magical abilities to create a more powerful phantasmal weapon with double the critical threat range (17-20).
Critical Shatters: At level 9, the Phantom Knight improves the power of his detonations so that he may roll a d20 upon using any Detonation ability, if he rolls a 20 the Detonation does 50% more damage.
Phantom Swirl (Ex): At level 9, the Phantom Knight strikes all nearby enemies with seemingly one stroke of his weapon giving up his regular attack to make one attack at all nearby enemies with full Base Attack Bonus. After using this ability, the Phantom Knight gains the benefits of the Blur spell for 1 round. This upgrades at level 18 to allow two attacks against each adjacent enemy and extends the Blur duration to 2 rounds. This ability requires the Phantom Knight to make an attack roll for each enemy hit, is a standard action, and can only be used twice per encounter.
Refraction (Su): At level 10, the Phantom Knight can bend light around him into a powerful field that gives him a stacking 10% to incorporeality. He can use this twice per rest. This lasts CHA modifier rounds. This is a free action.
Improved Phantasmal Weaponry: At level 10, the Phantom Knight's weaponry has a more powerful force effect that now deals 2d4 damage+Half Character Level.
Medium Armor Fludity: At level 10, the Phantom Knight gains proficiency in medium armor and suffers no arcane spell failure from having it equipped.
Phantasmal Ranger (Su): At level 11, the Phantom Knight may summon a Phantasmal Ranger at close range to fire arrows that deal 2d8 damage +CHA modifier that pierce through all targets in a 200 ft. line. The Ranger fires one arrow per round and lasts for 5 rounds.
Inferno Shatter: At level 11, the Phantom Knight may add up to half his CHA modifier in dice to the damage of his Detonations, but takes 3d4 damage per additional dice of damage.
Improved Detonation: At level 12, the Phantom Knight's Detonation has become empowered further, now dealing d8 damage.
Improved Shifting Form: At level 13, the Phantom Knight now gains an additional +2 to AC from Shifting form and 10% incorporeality and another 5 ft. bonus to base move speed.
Ethereal Slash (Ex): At level 13, the Phantom Knight may fire a wave of energy from his weapon dealing 2d10+CHA modifier damage to an enemy and all adjacent enemies. This is a ranged touch attack that uses CHA for hit bonuses. This is a standard action and can be used twice per rest.
Stunning Detonation: At level 14, the Phantom Knight may now apply a stunning effect to his detonations which costs two dice of damage instead of one. The targets must succeed a Fortitude save or be stunned for one round per five character levels.
Improved Refraction: At level 14, the Phantom Knight's Refraction ability improves to a stacking 20% incorporeality.
Phantom Rush (Ex): At level 15, the Phantom Knight may charge an enemy at close range with the power of illusion, striking the target and adjacent enemies with (3d8+6)+CHA modifier damage and knocking them prone unless they succeed a reflex save equal to 10+Character Level+Charisma Modifier. This is a Full-Round Action and can be used once per encounter.
Whirlwind Phantasm (Su): At level 16, the Phantom Knight may summon a phantasm which attacks enemies adjacent to it for 2d12+CHA modifier damage every 4 rounds. Otherwise, the phantasm deals 1d12 damage on a standard attack. Usable once per encounter
Greater Shifting Form: At level 17, the Phantom Knight has imbued his physical form with many attributes of the Ethereal Plane giving them another +2 to AC for a total of +6, a +2 to reflex saves, increasing his passive incorporeality to 15% and another +5 ft. to his base movement speed for a total of +15.
Overwhelming Critical: Phantasmal Weaponry: At level 17, the Phantom Knight learns to harmonize his attacks between his mind and body, increasing his critical damage multiplier to x3. In additon, the Phantom Knight's regular images can now crit for x2 damage on an attack roll of 19-20
Poisonous Detonation: At level 18, the Phantom Knight can apply a poison effect to his Detonations which deals 1d6 STR damage every round for 5 rounds. The damage is negated if the target succeeds a Fort. save.
Greater Detonation: At level 19, the Phantom Knight succeeds in perfecting several aspects of his Detonation to increase the damage to d10.
Leeching Phantasm (Su): At level 19, the Phantom Knight can summon a phantasm that deals 3d10+CHA modifier damage every 2 rounds to an adjacent enemy and half of the damage is restored as health to the Phantom Knight this damage cannot crit, otherwise it deals 1d12 base damage as a standard attack.
Illusory Storm (Su): At level 20, the Phantom Knight may cause all of his images to release their chaotic energies, causing adjacent enemies to be struck by lightning bolts. Each bolt deals 8d8+CHA modifier damage. Enemies can only be struck once by this ability. This is a standard action and can only be used once per rest.
Phantasmal Weapon Mastery: At level 20, a vorpal hit spawns one image, this can only occur once per round. Additionally, the Phantom Knight's basic images critical attacks are increased to x3 damage.
Playing a Phantom Knight
Religion: The Phantom Knight is steeped in illusion, magic, and trickery, many worship Mystra.
Other Classes: Phantom Knights work well with most classes, but can run into problems with monks and paladins who strictly abide by the law.
Combat: The Phantom Knight is a powerful attacking class, but does not have many defensive options, they have access powerful crowd control spells in order to protect other party members.
Advancement: Phantom Knights benefit from multiclassing as a rogue due to their high mobility.
Phantom Knights in the World
|“||Do I look unarmed to you? I've got my mind don't I? You're about to lose yours though!||”|
|—Lyathian, Human Phantom Knight|
Phantom Knights are whimsical people, some go delightfully insane from a ridiculous amount of seeing themselves in multiple places.
Daily Life: If a Phantom Knight isn't knee deep in adventure they're either dead or retired. Adventure is living and breathing to them, without it they end up trying to drive entire villages insane.
Organizations: Phantom Knights can often be assassins or mercenaries for higher. Some Phantom Knights join the Harpers if they worship Mystra.
NPC Reactions: Phantom Knights get mixed reactions from people. Paladins and monks think they are immature, common villagers are often confused after seeing a Phantom Knight in battle, leading them to wonder whether or not the person they are talking to is even real.
Phantom Knight Lore
Characters with ranks in Knowledge (Arcane) can research Phantom Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Phantom Knights are skilled in illusion and battle.|
|10||Phantom Knights possess a variety of supernatural powers and can move around quickly.|
|15||Phantom Knights possess the ability to copy themselves and detonate those copies.|
|20||Information on specific Phantom Knights, where Phantom Knights came from, and where they generally are located.|