Soul Phantom (5e Race)
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Soul Phantom (Revised)
|“||It was almost as if it was in his mind... We didn't know what he meant... Until it was too late...||”|
|Black Female Mist Phantom by ZillaWarrior|
Soul Phantom are creative beings, and typically have a personality that resembles the colors of their bodies and a shape proportionate to their strength or speed, such as a large, beefy build or a slim, agile build. No matter the color and shape of a Soul Phantom, they have pure white eyes and no other physical features, the one exception being a soul phantom is of the ooze species.
Recently Revised, I will be working on the history soon, for now here is a better balanced and more correctly worded version of the mess of a race I call soul phantoms...
Soul Phantom do not form societies, instead, they prefer to travel alone or sometimes in groups of up to four, they tend to be mischievous souls although some have been reported as dangerous or even evil. Usually, though, they're simply tricksters or thieves.
Soul Phantom Names
Soul Phantom have little need for names, but some go by the names of deities of night, trickery or darkness
Male: Loki, Wraith, Erebus, Scotus
Female: Nyx, Trivia, Luna, Selene
Soul Phantom Traits
Soul Phantom are diverse Fiendish creatures, they believe the Unseen Soul is the Deadliest Phantom.
Ability Score Increase. Phantom souls are unique and have various different scores based on their subspecies
Age. Soul Phantom never precisely age, but they tend to exist for around 200 years before fading out of existence
Alignment. Most Soul Phantoms are known for being Chaotic or Evil, but some adventurers admit to meeting Neutral or even Good Phantoms.
Size. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Unseen. You are used to hiding yourself away from society. You are proficient in Stealth
Friends with Benefits (Vessel Effect). As a monstrous demon made of mostly mist, you are likely to hide from the rest of society, and as so you have developed an understanding of how "mortal" minds work, as a soul phantom, you have learned to treat humanoids and small animals as "Vessels" which you use not only to learn of what life is, but even sometimes to kill, when you choose to treat a creature as a Vessel, you must use both your action to bind yourself to the soul of a willing creature, that individual is now marked as your Vessel (Works in the same mechanics as the hex spell), if the target you choose is an unwilling creature, you may attempt to take their soul forcefully, they must pass on a Constitution saving throw equal to a DC 8 + your Wisdom and Intelligence scores. You may only have one vessel at a time, once you turn a creature into your Vessel, you gain access to 2 abilities while within 60ft of your Vessel. You may choose to sever your bond to your Vessel as a bonus action. You may only use this feature once every long rest.
Necrotic Bond (Vessel Passive). Once you've made a creature into your Vessel, you gain 3 passive effects while within 60ft of your Vessel, you and your Vessel are always capable of knowing each other's exact locations via a rope of necrotic energy, once the rope stretches 70 feet, it snaps, severing your connection to your Vessel, additionally you can telepathically communicate with each other as long as you are within 60 ft of each other, and finally, as an action, while within 60ft of your Vessel, you can instantaneously vanish, traveling to the shadow of your Vessel, they become aware every time you use this ability. You can only use this feature once after every long rest.
Neurotic Merge (Vessel Active). This ability is the core aspect of what makes your Vessel, into a "Vessel". Once every long rest, you can necrotically merge with your Vessel, expending half of your current hp, and granting them strengths and ability score bonuses equal to half your ability scores rounded down (minimum of 1), as well as gaining the effects of any racial features you have, such as, but not limited to Necrotic Bonds telepathic communication between you and your Vessel, Sharpened Soul's claw attacks while you are merged with your Vessel and passive effects such as Unknowing of Fear and Necrotic Lifeform. For the duration, they gain temporary hit points equal to half your max hp + their Constitution modifier, and once their temporary hit points hit 0, you are knocked unconscious until your next turn. If your bond to the Vessel is broken, you are returned to your own state of being. For the duration, your Vessel is surrounded by a mist-like energy the same color as your chosen mist.
Sharpened Soul. You are incapable of picking up items or wearing armor, as of such, you know the cantrip mage hand and your hands are a natural weapon, you can attack using your claws for an unarmed strike, dealing 1d6 Necrotic damage. Your claws have the finesse property. You have advantages on attacks made with your claws against your current Vessel.
Necrotic Lifeform. You have a resistance to necrotic damage and are vulnerable to radiant damage.
Languages. You can speak, read, and write Common, Abyssal and one other language of your choice.
Subrace. Soul Phantoms have the ability to come in 1 of 5 very different subspecies
Simple but Deadly. With bodies made of a magical black substance.
Ability Score Increase. Your Wisdom score increases by 2. Your Intelligence score increases by 2.
Rend the Flesh. Once every long rest you may cast forth an enhanced slash attack with your claws, you deal an extra 1d6 and siphon the life away from your target for 1/2 the damage you dealt to them, the target has disadvantage on any attacks made on anybody other than you until your next turn.
Unknowing of Fear. You have advantage on saving throws against being frightened
Natural Con-Artists. You gain proficiency in the Deception skill. And have access to the disguise self spell once after every long rest.
Religious beings of good, made up of a strange astral substance, they seek the stars for guidance.
Ability Score Increase. Your Wisdom score increases by 2. You gain +1 to one other ability score of your choice.
Astral Alchemy. You are capable of casting the cure wounds spell as an action, you may only perform this once per long rest
Astral Armor. You are the only Phantom variant capable of wearing armor. You are proficient in Heavy Armor. You are no longer vulnerable to Celestial damage and no longer have resistance to Necrotic damage.
Astral Drift. You float a few feet above the ground. This allows you to ignore most forms of difficult terrain and make you immune to being knocked prone. However, you can float no higher than 5 feet and when you are reduced to half your maximum HP you stop hovering. In addition, while falling you are treated as if under the effect of the feather fall spell.
Made of a dark mist, they take the form of a ghostly being.
Ability Score Increase. Your Charisma score increases by 2. You gain +1 to one other ability score of your choice.
Misty Anatomy. You are capable of squeezing through places a small as 1 inch. You can also fly for short distances, you can fly up to 30ft but will begin to fall at the end of your turn.
Deceptive Shroud. Once after every long rest, you turn your body to a magical fog as a reaction, allowing you to have advantage on all saving throws made to avoid spell attacks, and acts as the dodge action on a reaction.
Hard to Hit. Your misty skin causes some attacks to phase through you. You gain a +1 bonus to AC. This increases to +2 during Deceptive Shroud
Almost as if shadows in the dark, you never can quite catch a Shadow Phantom.
Ability Score Increase. Your Dexterity score increases by 2. You gain +1 to one other ability score of your choice.
Shadow Slither. You are capable of squeezing through places as small as 1 inch, as long as you are in Dim light or Darkness.
Expeditious Eclipse. Your body is a weapon, that you've learned to channel into your weapon, after using the dash action, you can attack as a bonus action, dealing an extra damage die equal to the weapon you attacked with. (For example. A 1d4 dagger deals 2d4, and a 2d6 Greataxe deals 3d6)
One with the Darkness. Your body is capable of changing into that of anybody's worst nightmare. You have access to the Cause Fear spell, you can use it twice per long rest.
Made of a strange sticky slime, they are the only solid Phantom variants.
Ability Score Increase. Your Strength score increases by 2. Your Constitution score increases by 1.
Malleable Body. You are capable of burning through substances over time using your own secretion, every turn you make an attempt, your slime can burn through up to 2 inches of material, dependant on the material, you should ask your dm about specifics. You are also the only Phantom Variant capable of holding objects, and your swim speed is 40ft.
Sticky Spit. You can secrete a sticky acidic substance from your body that can be fired up to 15 feet, it deals 1d4 acid damage on hit and slows the targets movement speed by 10ft.
Overwhelming Form. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also have advantage on grapple rolls made against creatures of medium or smaller.
|5′ 0″||+3d6||0 lb.||× (0) lb.|
*Height = base height + height modifier