Phantom Companions in Syrik | World Anvil

Phantom Companions

Phantom Companions

Phantom

Phantom Companion

Medium undead (shadow), any
Armor Class: 14 + PB
Hit Points: 16 (2d8+4)
Speed: 0 ft , fly: 30 ft , can hover

STR

6 -2

DEX

18 +4

CON

14 +2

INT

12 +1

WIS

14 +2

CHA

16 +3

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Perception +4, Stealth +6.
Senses: Darkvision 60 ft.
Languages: Necril.

  • Ethereal Sight: Your phantom can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Actions

  • Ghostly Touch: melee martial attack (+6 Atk, reach 5 ft., one target, 1d4+4 Piercing + 1d4 Necrotic)
  • Ectoplasmic Launch: melee martial attack (+5 Atk, reach 120 ft., one target, 1d8+3 Cold)

Improved Phantom

When the chimera gains access to the Knowing Oneself feature, their phantom gains the following benefits:
  • The base damage on its ghostly touch is increased to 1d6 Piercing damage and 1d6 Necrotic damage, while its Ectoplasmic Launch is increased to 2d8 Cold damage.
  • The phantom gains the Incorporeal Movement feature (Incorporeal Movement. The phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.)

Greater Phantom

When the chimera gains access to the Chimera’s Potential feature, their phantom gains the following benefits:
  • The base damage on its ghostly touch is increased to 1d8 Piercing damage and 1d8 Necrotic damage, while its Ectoplasmic Launch is increased to 3d8 Cold damage.
  • Any creature struck by your phantoms Ectoplasmic Launch ability suffers from the Burdened condition until the end of their next turn, while any creature struck by its Ghostly Touch ability suffers from the Decayed condition until the end of their next turn.
  • The phantom gains the multiattack feature (When the phantom takes the attack action, it can make two attacks in any combination using its ghostly touch and ectoplasmic launch attacks.)
  • The phantom is under the effects of the Incorporeal condition even while manifested.
 

Bound Spirit

Below are a list of the following spiritual emotions and their features:

Anger

Phantoms with this emotional focus are filled with seething anger from events in their past lives. Phantoms with this focus often take the form of hulking brutes with furrowed brows or of frenzied creatures that always seem ready to strike down those who come too near. Many times, these phantoms exude a bright red aura, especially when they are engaged in combat, or they seem to breathe a red mist in shallow pants from behind clenched, phantasmal teeth.
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Spell List

While you are channeling a spirit of anger, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen level Spell Level Spell Slots Spells Known
3rd 1st 2 Hellish Rebuke, Thunderwave
5th 2nd 2 Corpse Explosion, Pox Pustules
7th 3rd 2 Call Lightning, Spit Venom
9th 4th 2 Staggering Smite, Wrack
11th 5th 2 Banshee Blast, Destructive Wave

Powerful Strike (Ex)

You deal an additional 1d4 Necrotic damage on the first martial attack that hits in a round.

Aura of Fury (Su)

When you reach 7th level in the ashen class, you can as a Bonus Action emit a 20-foot-radius aura of fury. All creatures within the aura suffer a -2 penalty to AC. You can end the aura as a Bonus Action on your turn.

Ferocious Mien (Su)

When you reach 10th level in the ashen class, you can as a Bonus Action imbue yourself with the fury and ferociousness of your bond. This form remains for 1 minute. You can activate this form once, regaining spent uses after you complete a Short or Long Rest.
  While in this form your size increases by one size category, granting you an additional 1d4 points of damage on all martial attacks, and Advantage on all Strength based ability checks and saving throws. Additionally, when you first activate this feature, all hostile creatures within 60 feet of you must make a Wisdom saving throw against your Mutation save DC or suffer from the Shakened condition.

Furious Wail (Su)

When you reach 15th level in the ashen class, you can as an Action unleash a furious wail of the dead. Each creature of your choice within a 60 foot cone must make a Constitution saving throw against your Mutation save DC or suffer 1d12 points of Necrotic damage per Proficiency bonus that you possess. You can use this feature a number of times equal to half of your Proficiency bonus, regaining spent uses after you complete a Long Rest.
 

Dedication

Either through a sense of love or the desire to finish some unfinished task, a phantom with this emotional focus has an undying devotion to something or someone in the world. It’s often the case that a phantom with this emotional focus has a strong familial tie with its spiritualist master. A phantom of dedication most often appears as a strong and stern protector with a watchful gaze, and its service to its ashen is unwavering. These spirits exude auras of blue, or sometimes rose if their love for their ashen union in life was great. Many times, these auras manifest as a halo, giving these phantoms a divine appearance, no matter their actual alignment or opinions on matters of religion.
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Spell List

While you are channeling a spirit of dedication, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen level Spell Level Spell Slots Spells Known
3rd 1st 2 Cure Wounds, Guardian
5th 2nd 2 Healing Spirit, Lesser Restoration
7th 3rd 2 Revivify, Spirit Guardians
9th 4th 2 Death Ward, Freedom of Movement
11th 5th 2 Mass Cure Wounds, Telepathic Bond

Dutiful Strike (Su)

When a creature makes an attack against your bonded soul, you gain Advantage on your next attack roll against that creature, and should this attack hit, you deal an additional 1d6 points of Necrotic damage. This only applies to the most recent creature to attack your bonded soul.

Defending Aura (Su)

When you reach 7th level in the ashen class, you can emit a 10-foot aura that grants protection to nearby allies. You can activate or deactivate this aura as a Bonus Action. You and allied creatures within the aura gain a +1 Insight bonus to AC, and on all saving throws.

Devoted Servant (Su)

When you reach 10th level in the ashen class, whenever you would suffer from the Surprised condition, or are attacked by a creature you are unaware of, you may spend 2 points of Stamina to immediately activate your Horrific Form or manifest your Phantom.

Steadfast Devotion (Su)

When you reach 15th level in the ashen class, you become immune to negative Mind-Affecting effects and all forms of Possession. Furthermore, you have Advantage on saves made to resist being Banished, forcefully teleported, or similar effects.
 

Despair

Some creatures die in such horrific ways, or live such pointless and senseless lives, that despair grips their very beings. Phantoms with this focus use misery as a weapon, inflicting the living with the gloom of the phantoms’ continued existence. Despair phantoms often appear twisted or wounded, showing the grisly circumstances of their demise. Their coloration tends to have a grayish or sickly green cast. When they speak, they do so in terrifying whispers or high-pitched screeches.
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Spell List

While you are channeling a spirit of despair, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen level Spell Level Spell Slots Spells Known
3rd 1st 2 Bane, Hex
5th 2nd 2 Darkness, Silence
7th 3rd 2 Bestow Curse, Slow
9th 4th 2 Black Tentacles, Shadow of Moil
11th 5th 2 Contagion, Synaptic Static

Miserable Strike (Su)

If you hit a creature with a martial attack, you can expend 1 point of Stamina to cause the target of your attack to make a Wisdom saving throw against your Mutation save DC or suffer a 1d4 penalty on all attack and damage rolls that it makes for 1 minute; a creature affected by this ability receives a new save at the end of each of its turns to end this effect early.

Aura of Despair (Su)

When you reach 7th level in the ashen class, you can as a Bonus Action emit a 10 foot aura of despair. Hostile creatures within the aura suffer a penalty on all saving throws equal to half of your Proficiency bonus, rounding down, while within this aura.

Despairing Shout (Su)

When you reach 10th level in the ashen class, you can as an Action emit a shout that crushes the wills of hostile creatures that hear it. Choose a number of creatures up to your Proficiency bonus, each target must make a Charisma saving throw against your Mutation save DC or suffer from the Drained condition for 1 minute; a creature Drained in this way receives a new save to end this condition early at the end of each of their turns.

Inescapable Despair (Su)

When you reach 15th level in the ashen class, if you hit a creature with an attack, that creature suffers Disadvantage on the next saving throw that it must make made within the next minute.
 

Fear

A phantom with this emotional focus suffered from overwhelming fear in life. As a phantom, it is able to channel that fear into a terrifying weapon. Fear phantoms are often horrifying to behold. Sometimes they appear as ghostly figures in tattered funeral garb or wrapped in chains or other bindings. Their features may be distorted into gaunt and haunting forms, making them seem more like ghosts or spectres. A miasma of livid gray swirling motes often surrounds their forms as they stalk their surroundings, seeking to bestow their terror on others.
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Spell List

While you are channeling a spirit of fear, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Cause Fear, Sleep
5th 2nd 2 Invisibility, Web
7th 3rd 2 Counterspell, Fear
9th 4th 2 Greater Invisibility, Phantasmal Killer
11th 5th 2 Dream, Negative Energy Flood

Horrifying Strike (Ex)

If you hit a creature with a martial attack, you can expend 1 point of Stamina to force that creature to make a Wisdom saving throw against your Mutation save DC or suffer from the Shakened condition for 1 minute, receiving a new save to end this condition early at the end of each of that creature’s turns.

Infectious Fear (Su)

When you reach 7th level in the ashen class, you can as a Bonus Action emit a 20 foot aura that amplifies the fear conditions of enemies within it if they fail a Wisdom saving throw against your Mutation save DC. A creature under the effects of a Fear condition in this aura that fails against this abilities save, suffers from Infectious (Shakened; hostile only) and Aflame (1d6 Psychic) conditions for as long as it remains within the aura and for 1 round thereafter. A creature reentering the aura for the first time in a turn, or that starts their turn in the aura must save against this aura once more.

Frightful Attack (Su)

When you reach 10th level in the ashen class, you cause creatures that fail their save against your Horrifying Strike feature to instead suffer from the Frightened condition.

Shelter Allies (Su)

When you reach 15th level in the ashen class, you are better able to protect your allies from terror. You and allies within your Infectious Fear aura are immune to Fear as long as they are within the aura.
 

Greed

A phantom with this focus voraciously coveted gold, gems, and hedonistic possessions in life. Such phantoms are still obsessed with hoarding wealth and project that avarice onto the ashen to whom they are bonded. Their coloration tends toward yellow, and the sound of jangling coins sometime manifests when they attack.
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Spell List

While you are channeling a spirit of greed, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Alarm, Unseen Servant, +1 of your choice from Warlock list.
5th 2nd 2 Knock, Suggestion, +1 of your choice from Warlock list.
7th 3rd 2 Clairvoyance, Nondetection, +1 of your choice from Warlock list.
9th 4th 2 Fabricate, Secret Chest, +1 of your choice from Warlock list.
11th 5th 2 Creation, Telekinesis, +1 of your choice from Warlock list.

Ruthless Combatant (Su)

You increase your Critical Threat Range by 1, causing attack rolls that would normally critically hit on a natural 20 to instead critically hit on a 19-20, and so on.

Assume Effect (Su)

When you reach 7th level in the ashen class, you cause any spell that you cast on yourself that has a range other than personal to target an additional creature within range of your choice, you can select your bonded soul with this ability, regardless of range or manifestation. You can use this ability a number of times equal to half of your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Covetous Aura (Su)

When you reach 10th level in the ashen class, you can as a Bonus Action emit a 20 foot aura that exemplifies your bonds covetous nature. The bond remains active for 1 minute, during this duration, whenever a spell is cast by a creature within the aura that targets a single or individual target creatures, you can force that creature to make a Charisma saving throw against your Mutation save DC or you become an additional target of the cast spell, gaining the effects of the spell.
  Additionally, as long as the spell is of a level you are capable of casting, should the target fail their save, you can choose to lay claim to that spell, you gain access to that spell, adding it to your Spiritual Spellcasting spell list, while the target loses access to that spell for the next minute, receiving a new save to regain their spell at the end of each of their turns. You can only have one spell coveted in this way at one time, and you maintain this spell until you covet a new spell or complete a Long Rest.
  The intended target still gains the effect of the spell. You can use this ability a number of times equal to half of your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Take It with You (Su)

When you reach 15th level in the ashen class, whenever you or an allied creature within your aura is reduced to 0 hit points, you can spend 1 point of Stamina to force the creature that caused the damage to make an Intelligence saving throw or suffer the same damage it dealt to the triggering creature. This damage is considered Psychic damage.
 

Hatred

Few things draw a spirit toward the Material Plane like the emotion of hatred. Phantoms with this focus often are blinded by—and blind others with—this powerful emotion. These phantoms are frequently darker and more foreboding than all but those phantoms with the fear emotional focus. Many of them manifest as dark and dreadful knights, their armor bristling with spikes and their hands seeming to grasp barbed and terrible weapons. Other times they appear as tall, gaunt figures staring down arrogantly at those who approach. These phantoms typically spew a string of curses at their foes, often profane, sometimes poetic. Their auras are pulsating and pitch black, and thrum violently when these horrible phantoms attack.
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Spell List

While you are channeling a spirit of hate, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Bestow Wounds, Wrathful Smite
5th 2nd 2 Mind Spike, Shatter
7th 3rd 2 Enemies Abound, Thunder Step
9th 4th 2 Banishment, Wall of Fire
11th 5th 2 Contagion, Immolation

Hated Target (Su)

You can spend your Bonus Action to target one creature within sight as your hated target. For the next minute you deal an additional 1d6 points of damage against your hated target and gain a +1d4 Insight bonus on attack rolls against them; however, you suffer a -2 penalty on attack rolls made against creatures other than your hated target. This ability ends early when your target is slain or when you spend a Bonus Action to end it early. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Hateful Aura (Su)

When you reach 7th level in the ashen class, you can as a Bonus Action produce a 10 ft. aura that inflicts pain upon the minds of those who dare damage you or allies within the aura. Hostile creatures within the aura that deal damage to you or allied creatures within the aura must make a Charisma saving throw against your Mutation save DC or suffer 1d4 + your Constitution modifier in Psychic damage for each instance of damage that they dealt.

Antagonizing Attack (Su)

When you reach 10th level in the ashen class, you can cause any creature hit by a martial attack that you have made to make a Charisma saving throw against your Mutation save DC or suffer from the Antagonized condition against you or a creature you designate within your Hateful Aura for 1 minute, receiving a new save to end this condition early at the end of each of their turns.

Shared Hatred (Su)

When you reach 15th level in the ashen class, you are able to share your hatred with those around you. Whenever you would use your Hated Target feature, all allies within your Hateful Aura gain the benefits of that feature for as long as it remains active. Additionally, your Hateful Aura has its radius increased to 20 feet.
 

Jealousy

A phantom with this emotional focus is covetous of everything—its ashen, those who wish to do it harm, and any who do not pay attention to it. It demands to be the center of attention at all times. The forms these phantoms take are as diverse as the forms of jealousy in life. Often they take pleasing forms, wishing to draw others in. Other times they take the form of crawling and lurching things, grasping at all they covet when they come within reach. The auras of these needy phantoms quickly change in color, going from an oily green to orange, to brownish red as they swirl through emotions in their efforts to gain the objects of their dark desires.
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Spell List

While you are channeling a spirit of jealousy, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Charm Person, Disguise Self
5th 2nd 2 Detect Thoughts, Enthrall
7th 3rd 2 Bestow Curse, Life Tap
9th 4th 2 Arcane Eye, Locate Creature
11th 5th 2 Dominate Person, Modify Memory

Jealous Combatant (Su)

Each time you hit a creature with a melee attack you can activate this ability to force the target of your attack to make a Charisma saving throw against your Mutation save DC or suffer a penalty on all Attack rolls made against anyone other than you equal to half of your Proficiency bonus; additionally, while suffering from this effect, the target has a -2 penalty to AC. This effect remains for 1 minute.
  A creature suffering from this effect receives a new save at the end of each of their turns to end this effect early. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Resentful Aura (Su)

When you reach 7th level in the ashen class, you can as a Bonus Action emit a 20 ft. aura that forces hostile creatures within the aura who take the Attack or Spellcasting Action that does not include you as a target must make a Charisma saving throw against your Mutation save DC or become Sickened until the end of their next turn.

Retribution (Su)

When you reach 10th level in the ashen class, whenever an attack would be made against an allied creature within 30 feet of your position, you can expend 1 point of Stamina as a Reaction to retributively strike the attacker, forcing the attacker to make a Charisma saving throw against your Mutation save DC or suffer a number of d8 points of Psychic damage equal to your Proficiency bonus.

Mine to Take (Su)

When you reach 15th level in the ashen class, whenever an allied creature within 30 feet of you would be subject to an attack or targeted save, you can as a Reaction swap places with the allied creature, teleporting to their location and vice versa. You become the new target of the attack or save. When using this ability, you gain resistance against the damage of the attack or Advantage on the relevant save.
 

Lust

A phantom with this focus aches for the intoxicating pleasures it experienced during life. These phantoms often writhe sensuously and whisper promises of unadulterated bliss to those they fight. Lust phantoms are typically deep rose in color, and they sometimes emit musky, exotic scents when they move.
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Spell List

While you are channeling a spirit of lust, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Charm Person, Command
5th 2nd 2 Detect Thoughts, Suggestion
7th 3rd 2 Aura of Vitality, Beacon of Hope
9th 4th 2 Charm Monster, Sickening Radiance
11th 5th 2 Dominate Person, Kiss of Death

Alluring Presence (Su)

You can coerce enemies to focus on you instead of their intended action. As a Reaction to a creature within 30 feet taking hostile action, you can make a Persuasion check opposed by the targets Insight check. On success your target becomes Antagonized by you until the end of its next turn.
  Alternatively, you can force a creature that you succeed on persuading through your alluring presence to make a Charisma saving throw against your Mutation save DC or instead spend its Action doing nothing but gaze upon your visage.

Mine Alone (Su)

When you reach 7th level in the ashen class, whenever you or your bonded soul would be subject to a Intelligence, Wisdom, or Charisma saving throw, you can spend 2 points of Stamina to roll that save with Advantage.

Aura of Ecstasy (Su)

When you reach 10th level in the ashen class, you can as a Bonus Action emit a 10 ft. aura of ecstasy. All creatures of your choice that start their turn within the aura must make a Charisma saving throw against your Mutation save DC or suffer from the Dazzled and Surprised conditions until the end of their next turn.
  However, while this aura is active you suffer Disadvantage on all attack rolls that you make. A creature Surprised in this way that suffers damage is immediately free of the Surprised condition.

Sinful Command (Su)

When you reach 15th level in the ashen class, you can as an Action assume control of a creature of your choice within 30 feet that can see or hear you. The target creature must make a Charisma saving throw against your Mutation save DC or suffer from the Charmed condition.
  While charmed in this way, the target must obey all of your commands as if under the effects of the Dominate Monster spell. This effect remains for 24 hours, and can be used once, regaining spent uses after you complete a Long Rest.
 

Pride

No phantom is as arrogant as a pride phantom, which in life was an insufferable braggart and egotist. These phantoms often puff and posture while fighting, shouting brash taunts and paeans to their own supposed skill in all things. Pride phantoms are often a roiling green in color.
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Spell List

While you are channeling a spirit of pride, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Armor of Agathys, Compelled Duel
5th 2nd 2 Death Knell, Zone of Truth
7th 3rd 2 Dimensional Anchor, Counterspell
9th 4th 2 Compulsion, Sickening Radiance
11th 5th 2 Intellect Fortress, Geas

Flagrant Disregard (Ex)

As a Bonus Action, you can activate this feature to grant yourself a +1d4 Morale bonus on Attack rolls that you make until the start of your next turn; however, during this time you suffer a -2 penalty to AC. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Vainglorious Oration (Su)

When you reach 7th level in the ashen class, you can espouse bold lies about your own prowess as a Bonus Action to cause hostile creatures to become demoralized. Each hostile creature within 30 feet of you must make a Wisdom saving throw against your Mutation save DC or become Frightened of you for 1 minute, receiving a new save to end this condition early at the end of each of their turns. A creature that makes their save becomes immune to your use of this feature for the next 24 hours.

Overwhelming Confidence (Su)

When you reach 10th level in the ashen class, whenever you would be missed by an attack roll made against you, you can as a Reaction scoff at the attacker, forcing them to make a Charisma saving throw against your Mutation save DC or suffer a number of d6 points of Psychic damage equal to your Proficiency bonus and the Antagonized condition until the end of their next turn.
  A successful save halves the damage and negates the Antagonized condition. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Illusion of Perfection (Su)

When you reach 15th level in the ashen class, you can as a Bonus Action emit a 10 ft. aura of pure perfection. Each creature of your choice within this aura gains a +2 Morale bonus to AC, and whenever a hostile creature within this aura would be hit by an attack, that creature suffers an additional 1d6 points of Psychic damage from the pure joy of being graced by your perfection.
 

Remorse

Spirits of creatures that died with heavy weights upon their consciences manifest with the remorse emotional focus. These phantoms, whose forms are often darkened by shadows, force foes to experience their regret and self-loathing.
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Spell List

While you are channeling a spirit of remorse, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Celestial Retort, Sanctuary
5th 2nd 2 Calm Emotions, Mind Spike
7th 3rd 2 Enemies Abound, Spirit Shroud
9th 4th 2 Death Ward, Overwhelming Grief
11th 5th 2 Mass Cure Wounds, Synaptic Static

Long-Suffering Strike (Su)

Whenever you would hit a creature with a martial attack, you can expend 1 point of Stamina to force the target of your attack to make a Charisma saving throw against your Mutation save DC or have all attacks made against it until the end of your next turn gain a +1 Morale bonus on the attack roll and deal an additional 1d4 points of Psychic damage.

Aura of Regret (Su)

When you reach 7th level in the ashen class, you can as a Bonus Action emit a 10 ft. aura of regret, causing hostile creatures within the aura to suffer a -2 penalty on Ability checks made within the aura as well as on saves made against Fear. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Keening (Su)

When you reach 10th level in the ashen class, you can wail about your misdeeds in a terrible keening call that forces all hostile creatures within a 30 foot cone to make an Intelligence saving throw against your Mutation save DC or suffer a number of d6 points of Psychic damage equal to your Proficiency bonus and the Confused condition until the end of their next turn.
  A successful save halves the damage and negates the Confused condition. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Utter Misery (Su)

When you reach 15th level in the ashen class, you cause creatures that fail their save against your Long-Suffering Strike feature to become Stunned until the end of your next turn, this is in addition to the base effects.
 

Whimsy

Phantoms with this emotional focus carry a simplistic, childlike wonder and are fond of games and playing tricks. Most phantoms with the whimsy focus are the spirits of those who died as children and carried their childlike nature into the afterlife.
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Spell List

While you are channeling a spirit of whimsy, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Bungle, Color Spray
5th 2nd 2 Compulsive Liar, Invisibility
7th 3rd 2 Deflect Blame, Haste
9th 4th 2 Confusion, Freedom of Movement
11th 5th 2 Danse Macabre, Mislead

Colorful Burst (Sp)

You can as an Action produce an explosion of bright colors in a 15-foot burst centered on yourself. All creatures of your choice within the area of effect must make a Wisdom saving throw against your Mutation save DC or become Dazzled and Charmed by you for the next 10 minutes.
  Any hostile actions taken by your or your allies against a creature Charmed in this way immediately ends this effect upon the target. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Aura of Laughter (Sp)

When you reach 7th level in the ashen class, you can as a Bonus Action emit a 10 foot aura of childish laughter, causing each creature of your choice that starts their turn within the aura or moves within the aura for the first time in a round to make a Wisdom saving throw or suffer from the Dazzled and Decayed condition.
  These conditions remain for as long as the target remains within the aura and for 1 round thereafter. You can as a Bonus Action stop emitting this aura.

Telekinetic Prankster (Sp)

When you reach 10th level in the ashen class, you gain the ability to cast the Mage Hand cantrip with the following adjustments:
  • Your mage hand has a weight limit of 25 lbs. instead of 10lbs.
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You are able to use your mage hand to take the Dirty Trick, Grapple, or Shove maneuvers.

Invoke Laughter (Sp)

When you reach 15th level in the ashen class, you can as an Action force each creature of your choice with 30 feet of your position to make Charisma saves against your Mutation save DC or fall Prone and gain the Incapacitated condition for 1 minute as they fall into uncontrollable fits of laughter.
  A creature Incapacitated in this way receives a new save to end this condition early at the end of each of their turns. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.
 

Zeal

A phantom with this emotional focus fixates on every task given as if it were the phantom’s last. The most basic commands are treated as life-and-death situations, and the truly dangerous ones are faced with a resolve and tenacity that sometimes defies common sense. Zeal phantoms take the form of steadfast protectors or daring and manic creatures looking for the next challenge or opportunity to prove themselves to either their bonded soul or themselves. Often very prideful creatures, these phantoms display an orange aura upon completing their tasks. They are prone to boast about their accomplishments and chastise those around them for not accomplishing more.
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Spell List

While you are channeling a spirit of zeal, you are able to cast the following spells at the indicated levels, using your Spiritual Spellcasting feature above.
Ashen Level Spell Level Spell Slots Spells Known
3rd 1st 2 Divine Favor, Guiding Bolt
5th 2nd 2 Augury, Locate Object
7th 3rd 2 Archon’s Aura, Sending
9th 4th 2 Dimension Door, Locate Creature
11th 5th 2 Geas, Scrying

Zealous Mark (Su)

You can as a Bonus Action mark a creature as the target of your zeal, while marked you deal an additional 1d6 points of Necrotic damage against your target for the next minute. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Determination Aura (Su)

When you reach 7th level in the ashen class, as a Bonus Action you can emit a 20 ft. aura that grants your zeal to nearby allies. Friendly creatures within your aura deal an additional 1d6 points of Necrotic damage to hostile creatures within the aura, and gain a +1 Morale bonus on Saves that they make while within the aura.
  You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.

Steadfast (Su)

When you reach 10th level in the ashen class, you can no longer be Surprised.

Zeal’s Resolve (Su)

When you reach 15th level in the ashen class, whenever you would miss with an attack, or fail a saving throw, you can as a Reaction reroll the d20, you must take the new result, even if it’s worse. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Long Rest.
 

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