{"name":"Rogue (Phantom)","overview":"\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[th]Sneak Attack[\/th]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L1]1[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#C11]Expertise[\/url], [url:#C12]Sneak Attack[\/url], [url:#C13]Thieves' Cant[\/url][\/td]\r\n[td][roll:1d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L2]2[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#C21]Cunning Action[\/url][\/td]\r\n[td][roll:1d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L3]3[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#C31]Roguish Archetype : Phantom[\/url], [url:#C32]Steady Aim (Optional)[\/url], [url:#S31]Archetype Feature : Whispers of the Dead[\/url], [url:#S32]Wails from the Grave[\/url][\/td]\r\n[url:#S32][td][roll:2d6][\/td]\r\n[\/url][\/tr]\r\n[url:#S32][tr]\r\n[td][url:#L4]4[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[td][roll:2d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L5]5[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#C51]Uncanny Dodge[\/url][\/td]\r\n[td][roll:3d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L6]6[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#C11]Expertise[\/url][\/td]\r\n[td][roll:3d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L7]7[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#C71]Evasion[\/url][\/td]\r\n[td][roll:4d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L8]8[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[td][roll:4d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L9]9[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#S91]Archetype Feature : Tokens of the Departed[\/url][\/td]\r\n[td][roll:5d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L10]10[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[td][roll:5d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L11]11[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#C111]Reliable Talent[\/url][\/td]\r\n[td][roll:6d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L12]12[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[td][roll:6d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L13]13[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#S131]Archetype Feature : Ghost Walk[\/url][\/td]\r\n[td][roll:7d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L14]14[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#C141]Blindsense[\/url][\/td]\r\n[td][roll:7d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L15]15[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#C151]Slippery Mind[\/url][\/td]\r\n[td][roll:8d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L16]16[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[td][roll:8d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L17]17[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#S171]Archetype Feature : Death Knell[\/url][\/td]\r\n[td][roll:9d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L18]18[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#C181]Elusive[\/url][\/td]\r\n[td][roll:9d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L19]19[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[td][roll:10d6][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L20]20[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#C201]Stroke of Luck[\/url][\/td]\r\n[td][roll:10d6][\/td]\r\n[\/tr]\r\n[\/url][\/table]\r\n[url:#S32][\/url]","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution Modifier","hitpointsathigherlevels":"[roll:1d8!<=2]+your Constitution modifier per Rogue level after 1st (minimum of 2 on the roll)","armorproficiencies":"Light","weaponproficiences":"Simple, Hand Crossbows, Longswords, Rapiers, Shortswords","tools":"Thieves' tools","savingthrows":"Dexterity, Intelligence","skills":"Choose four from [i]Acrobatics[\/i], [i]Athletics[\/i], [i]Deception[\/i], [i]Insight[\/i], [i]Intimidation[\/i], [i]Investigation[\/i], [i]Perception[\/i], [i]Performance[\/i], [i]Persuasion[\/i], [i]Sleight of Hand[\/i], and [i]Stealth[\/i].","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a rapier or (b) a shortsword[\/li]\r\n[li](a) a shortbow and quiver of 20 arrows or (b) a shortsword[\/li]\r\n[li](a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack[\/li]\r\n[li]Leather armor, two daggers, and thieves' tools[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h1|L1]Level 1[\/h1]\r\n[h2|C11]Expertise[\/h2]\r\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.\r\n\r\n[h2|C12]Sneak Attack[\/h2]\r\nBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\n\r\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\r\n\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.\r\n\r\n[h2|C13]Thieves' Cant[\/h2]\r\nDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to 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.\r\n\r\nIn 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.\r\n\r\n[h1|L2]Level 2[\/h1]\r\n[h2|C21]Cunning Action[\/h2]\r\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the [i]Dash[\/i], [i]Disengage[\/i], or [i]Hide [\/i]action.\r\n\r\n[h1|L3]Level 3[\/h1]\r\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.\r\n\r\n[h2|C31]Phantom[\/h2]\r\n[h3|S31]Whispers of the Dead[\/h3]\r\nWhen you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.\r\n\r\n[h3|S32]Wails from the Grave[\/h3]\r\nAt 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll\u2019s total, as wails of the dead sound around them for a moment.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[h2|C32]Steady Aim (Optional)[\/h2]\r\nAt 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.\r\n\r\n[h1|L4]Level 4[\/h1]\r\n[h2|Ability]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.\r\n\r\n[h1|L5]Level 5[\/h1]\r\n[h2|C51]Uncanny Dodge[\/h2]\r\nStarting 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.\r\n\r\n[h1|L6]Level 6[\/h1]\r\n\r\n[h1|L7]Level 7[\/h1]\r\n[h2|C71]Evasion[\/h2]\r\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n[h1|L8]Level 8[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L9]Level 9[\/h1]\r\n[h2|S91]Tokens of the Departed[\/h2]\r\nAt 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.\r\n\r\nYou can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.\r\n\r\nYou can use soul trinkets in the following ways:\r\n[ul]\r\n[li]While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.[\/li]\r\n[li]When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.[\/li]\r\n[li]As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.[\/li]\r\n[\/ul]\r\n\r\n[h1|L10]Level 10[\/h1]\r\n\r\n[h1|L11]Level 11[\/h1]\r\n[h2|C111]Reliable Talent[\/h2]\r\nBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.\r\n\r\n[h1|L12]Level 12[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L13]Level 13[\/h1]\r\n[h2|S131]Ghost Walk[\/h2]\r\nAt 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.\r\n\r\nYou stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.\r\n\r\n[h1|L14]Level 14[\/h1]\r\n[h2|C141]Blindsense[\/h2]\r\nStarting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.\r\n\r\n[h1|L15]Level 15[\/h1]\r\n[h2|C151]Slippery Mind[\/h2]\r\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.\r\n\r\n[h1|L16]Level 16[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L17]Level 17[\/h1]\r\n[h2|S171]Death Knell[\/h2]\r\nAt 17th level, your association with death has become so close that you gain the following benefits:\r\n\r\nWhen you use your Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature.\r\nAt the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.\r\n\r\n[h1|L18]Level 18[\/h1]\r\n[h2|C181]Elusive[\/h2]\r\nBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.\r\n\r\n[h1|L19]Level 19[\/h1]\r\n\r\n[h1|L20]Level 20[\/h1]\r\n[h2|C201]Stroke of Luck[\/h2]\r\nAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.","subclasses":"Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.\r\n\r\nMany shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.\r\n\r\nHow did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?\r\n\r\n[i]Source: Tasha's Cauldron of Everything[\/i]","tabledata":"","tags":"Template, Generic, Copy, Class","templateId":"25","blockId":"596731","world":"fdbb44ea-9b6c-4df6-91d5-bb54d289b77e","folder":"","isShared":"on"}