Phantom Thief (5e Subclass)
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The Phantom Thief is a Rogue Subclass which can be taken by a 3rd level Rogue. The Phantom Thief focuses on stealing things of importance in an attempt to blackmail a target, or to change a targets perception on a matter or person. When a Phantom Thief becomes skilled enough, they may even be able to steal a creature's Heart. The Phantom Thief will also make contact with their inner Persona, being granted access to powerful supernatural skills.
Channeling power through your new found Persona, you gain 2 cantrips and 2 Illusion spells from the Sorcerer spell list. Additionally, at 9th level you may learn an additional spell and then another at 13th level. The spells may be cast once each before needing to complete a long rest. Charisma is your spellcasting ability for these spells.
- Fast Fingers
Starting at 3rd level, you have advantage on Sleight of Hand checks when attempting to steal any non-equipped item off of a target or steal items off of shelves, tables and the like (as long as they are not to large, at the DMs discretion). You also gain advantage when using Thieves' Tools to pick locks on containers, such as chests.
- Thief's Third Eye
Starting at 6th level, you gain +2 to Perception and Investigation. You also gain advantage on Investigation checks.
You have trained your eyes to see the true value of objects and people with your eyes. Starting at 6th level, you can use an action to target a creature or object to appraise them.
If you appraise a creature, you know the creature type, senses, vulnerabilities, damage resistances, and damage immunities of that creature. If you appraise an object, you know the physical properties of that object (i.e. material) as well as whether or not that object is magical. You can only appraise one creature or object at a time. If you appraise a creature or object within one round of appraising a different creature or object, you can use a bonus action to appraise the new creature or object instead. You can use this feature a number of times equal to your Charisma modifier + 1 (minimum 1). When you finish a short or long rest, you regain all expended uses.
- Change of Heart
Starting at 9th level, while hidden and within 5ft of a target you can use an action to attempt to steal the target's heart. The target must make a Charisma saving throw, the DC being equal to 8 + your Dexterity ability score modifier + your proficiency bonus. If they succeed, you are no longer hidden and the creature has advantage on it's next attack against you. If they fail, their heart is "taken" and they will become feared and charmed (even if regularly immune to either effect). The fear and charm effects persist for 5 rounds, regardless of whether the target takes damage or not. This ability can be used once per day until 13th level, where it can be used an additional time per day. Reanimated and Construct creatures are immune to this ability.
Starting at 13th level, you have mastered the use of the Crossbow. You know a technique for loading and firing it incredibly quickly. As an action, you can fire your Crossbow up to 3 times in quick succession. You may fire each shot at a separate target, or all three bolts at one. If you choose to target the same target for all three shots, the final shot is made with disadvantage. This feature can be used twice before needing to complete a short or long rest.
- Phantom Thief
Starting at 17th level, you have mastered the art of disappearing and moving silently. You gain +2 to Stealth and are able to hide as a bonus action as long as you are not within 15ft of another creature. You are able to move at full speed while sneaking and can dash while hidden, but must redo your Stealth check with each dash. Creatures which are actively searching for you while you are sneaking have disadvantage.