Phantom Trickster (5e Subclass)
Phantom Trickster[edit]
Rogue Subclass
Rogues who follow the path of the Phantom Trickster tap into a strange magic of echoes—transient, flickering versions of themselves torn from other moments in time. These rogues manipulate space and shadow to outmaneuver their enemies, creating tactical opportunities and illusions that leave foes swinging at air.
Drawing power from fractured timelines or unstable magic, Phantom Tricksters move like whispers through the battlefield, attacking from impossible angles and vanishing before retaliation strikes.
- Echo Jaunt
At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
- As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. You may also use your sneak attack if you attack from your echo's space.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
- Shadow Feint
At 3rd level, When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to impose disadvantage on the first attack that creature makes before the end of its turn, as a momentary echo-displacement disrupts its focus.
- Echo Veil
Starting at 9th level, Your echo becomes more elusive. While your echo exists, you can use your Cunning Action to turn it invisible until the start of your next turn or until it attacks, moves, or uses a feature.
In addition, you can now use the Help action from your echo’s space to aid an ally within 5 feet of it when they attack a creature.
- Distant Self
Starting at 13th level, As an action, you can perceive through your echo’s senses for up to 10 minutes. While doing so, you are blind and deaf in your own space but can see and hear as though you occupy the echo’s space. You can speak through the echo, though it sounds faint and distorted.
During this time, your echo can move up to 1,000 feet away from you without vanishing.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all expended uses after a long rest.
- Fractured Assault
At 17th level, You can strike from multiple moments at once. When you deal Sneak Attack damage on your turn, you can cause a second echo to briefly appear beside your target. The target takes an additional 2d6 force damage, and it must succeed on a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or have its speed halved until the start of your next turn.
You can use this feature a number of times equal to your Dexterity modifier (minimum once). You regain all expended uses when you finish a long rest.
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