You have a strange relationship with the border between life and death, and serve as a living gateway between two worlds. You can channel this connection to gain knowledge from the dead. By immersing yourself in the ethereal power of death you gain strange abilities normally associated with spirits.
Phantom Exploits
3rd-level Phantom Archetype feature
You learn certain Devious Exploits at the Rogue levels noted in the table below. These don’t count against your total number of Exploits Known and can’t be switched upon gaining a level.
| Rogue Level | Exploit |
|---|---|
| 3rd | feint, reliable skill |
| 5th | exposing strike, grasp of night |
| 9th | forgotten knowledge |
Knowledge of the Grave
3rd-level Phantom Archetype feature
You can call upon spirits who have passed beyond this life to share their knowledge with you. You gain proficiency in one skill or tool, or learn to speak, read, and write one language of your choice. During a short or long rest, you can replace the proficiency or language with another of your choice.
Grave Bolt
3rd-level Phantom Archetype feature
You channel the pain and death of others into sinister magic. When you hit a creature with an attack that adds your Sneak Attack bonus damage, you can force a different creature that you can see within 30 feet to make a Wisdom saving throw against your Exploit Save DC.
On a failed save, roll half the number of dice you would roll for your Sneak Attack damage bonus (rounded up), and that second creature takes necrotic damage equal to your roll.
Soul Trinkets
7th-level Phantom Archetype feature
You can capture the power of recently departed souls. When a creature with an Intelligence of 5 or higher dies within 30 feet of you, you can use your reaction to form a Soul Trinket in a free hand. Soul Trinkets use the following rules:
- Appearance. Soul Trinkets are Tiny objects that reflect the true nature and values of the soul they were siphoned from.
- Total Trinkets. You can have a total number of Trinkets at one time equal to half your Rogue level (rounded down), and you cannot form a new Trinket while at your maximum.
- Undead Resilience. While you have a Trinket on you, you have advantage on Constitution and Death saving throws.
Dark Offering
7th-level Phantom Archetype feature
You can perform dark and evil magicks fueled by the power of your Soul Trinkets. You gain the following abilities:
- Extract Knowledge. As an action, you destroy a Soul Trinket and ask the soul within one question, as if you had cast the speak with dead spell.
- Grave Smite. When you add your Sneak Attack bonus damage to an attack, you can destroy a Soul Trinket to change its damage type to necrotic.
- Otherworldly Fright. Whenever a creature fails its saving throw against your Grave Bolt, you can destroy a Soul Trinket and cause the creature to be Frightened of you until the beginning of your next turn.
Spectral Step
13th-level Phantom Archetype feature
You can partially slip into the realm of the dead. Whenever you take the Dash action, you can become incorporeal until the end of your current turn. While in this state, you move through creatures and objects as if they were difficult terrain, and you have a 15-foot flying speed. If you end your turn inside a solid object or creature, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel. This force damage cannot be reduced in any way.
Death Knell
17th-level Phantom Archetype feature
You have become so familiar with death that you can channel its inevitable power with ease. When you use Grave Bolt, you can destroy a Soul Trinket to force creatures of your choice within 30 feet of the target to make a Wisdom saving throw.
On a failed save, creatures suffer the effects of your Grave Bolt and are Frightened of you until the start of your next turn. On a success, they only take half as much damage.