Roguish Archetype

Phantom

The Phantom Rogue walks the thin line between life and death, drawing power from the ethereal echoes of the deceased. Shrouded in mystery and spectral grace, these rogues gain  uncanny abilities from beyond the grave.

 

Whispers of the Dead

When you become a phantom at 3rd level, echoes of those who have died cling to you.

Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you.

You lose this proficiency when you use this feature to choose a different proficiency.

 

Tokens of the Departed

Also at 3rd level, 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 magically cause a tiny trinket to appear there, a soul trinket.

You can have a maximum number of soul trinkets equal to your Constitution modifier, and you can’t create one while at your maximum. You can use soul trinkets in the following ways:

  • Essence of Death. While a soul trinket is on your person, you have advantage on death saving throws and once if you succeed on a death saving throws, you can immediately regain a number of hit points equal to twice your rogue level, which destroys one of your soul trinkets.

  • Secrets from Beyond. As an action, you can destroy one of your soul trinkets. 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. The spirit knows only what it knew in life, as determined by the DM.

  • Wail from the Grave. As an action, you can destroy a soul trinket to immediately roll your sneak attack dice and deal that much psychic damage to a creature within 30 feet of you.

 

Ghost Walk

Beginning at 9th 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, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for up to 1 minutes, until you loose concentration (as if you were concentrating on a spell), 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 when you use the bonus action to activate the ability.

Death Strike

Starting at 18th level, you become a master of instant death. When you attack and hit a creature that has not taken a turn in combat yet, you can destroy one of your soul trinkets to have the creature make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). If the target is diseased, incapacitated, poisoned, or weakened, it has disadvantage on this saving throw.

On a failed save, double the damage of the attack against the creature.