Level 3: Whispers of the Dead
Phantom
Echoes of those who have died cling to you. Whenever you
Phantoms walk the shadowy boundary between life and finish a short or long rest, you can gain one skill or tool
death, embracing the whispers of the departed to gain their proficiency of your choice, as a ghostly presence shares its
unique power. Drawn to the echoes of those who have knowledge with you. You lose this proficiency when you
passed, these rogues tap into the memories and essence of use this feature to choose a different proficiency that you
the dead, transforming themselves into living specters. lack.
Their abilities make them prized as spies, assassins, and
Level 3: Wails from the Grave
seekers of forgotten truths.
This grim path is taught by shadar-kai of the Shadowfell, When you nudge a creature closer to death, spectral wails
necromancers in places like Thay or Karrnath, or even in lash out to harm another. Whenever you deal Sneak Attack
temples dedicated to gods of death. To Phantoms, death is damage to a creature, you can choose a second creature
not an end but a force to be wielded—a source of you can see within 30 feet of the first creature. The second
knowledge, vengeance, and purpose. They are agents of creature must succeed on a Constitution saving throw (DC
inevitability, reclaiming stolen lives or guarding the secrets = 8 + your proficiency bonus + your Dexterity modifier) or
of the grave. take 2d4 necrotic damage.
How did you take your first steps on this eerie path?
Were you initiated in a thieves’ guild that dabbled in This damage increases as you gain levels in this class: 3d4
necromancy? Did the voice of the dead call to you in a at 9th level, and 4d4 at 15th level
moment of desperation, or did you uncover this power
while exploring death’s mysteries in a forgotten crypt?
Kaya’s Ghostform
Johan Grenier
dndravine
Level 17: Death’s Friend
Level 9: Tokens of the Departed
Your connection to death deepens, granting you the
When a life ends in your presence, you are able to snatch a following benefits:
token from the departing soul, a sliver of its essence taking
physical form. When a hostile creature dies within 60 feet Reaper’s Choice. When you use your Wails from the
of you, you can use your reaction to open your free hand Grave, you can choose to deal the necrotic damage
and cause a Tiny trinket to appear there: a soul trinket. The either to the first or second creature.
DM determines the trinket’s form, or you can roll on the Incorporeality. While your Ghost Walk is active, you gain
Trinkets table in the Player’s Handbook to generate it. You advantage on saving throws against spells and other
can have a maximum number of soul trinkets equal to your magical effects.
proficiency bonus and cannot create a new one while at Fragmented Souls. Whenever a soul trinket would
your maximum. appear in your hand, two soul trinkets appear instead,
both containing the same soul.
You can use soul trinkets in the following ways:
Death Essence. While a soul trinket is on your person,
you gain resistance to necrotic damage and have
advantage on Constitution saving throws.
Wails of Dread. When you deal Sneak Attack damage
on your turn, you can destroy a soul trinket (no action
required). When you do, your Wails from the Grave
targets both the first creature and the second creature.
Echoes of the Fallen. As an action, you can destroy a
soul trinket no matter where it is located. When you do,
you can ask the spirit tied to the trinket one question.
The spirit appears to you and answers in a language it
knew in life. It is not compelled to be truthful and
answers as concisely as possible. It knows only what it
knew in life, as determined by the DM.
Level 13: Ghost Walk
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.
You 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.
Kaya’s Guile
Jason Rainville
dndravine