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D&D: The Phantom Rogue, now with even more death

The Phantom Rogue subclass was always a bit creepy, and Arcana became unarmed in the horror classes that it became unsconduct.

Towards the end of Vanilla 5E, the Phantom villain was one of the potentially more powerful subclasses out there. This was important for a few things, but the best known of all, the ability to employ more than one creature after the other sneak attack. With the right setup, this subclass was able to raise enemies. And now the Phantom Rogue with the horror sub -classes Arcana is still creepy.

Of course, this may not be the final version. But here are some encouraging changes that make a soul harvest villain a scary option.

The phantom villain: put darkness into the shade

One of the things you have to understand about the potential of the Phantom villain is that it is a great tendency to concentrate on how much damage a character can cause a single goal that often leads to other things that are reduced. And from a pure perspective, this comes from the “action economy”. Where fewer enemies in fewer turns mean that PCs win. It is one of the optimal strategies.

And if you give enough rope, people will optimize the fun of everything. That's how it works. And when pursuing this optimization, we often ignore things that can appear in the actual game. A typical example of the Phantom Rogue in 5E was actually able to cause a surprising amount of damage – just one goal. But if they are used correctly, it could indicate enough damage to overcome the perceived weakness of the spread of love. Especially since they naturally do that.

I mention all of this, because if you are the kind of person who spends a lot of time to deal with the “lonely fun” of D&D – that is, to read through the books, plan characters, to look at forums, etc.; You may be convinced that there is no point in doing something if there is a mechanical better option. And while that could be true in a video game. Probably. In a D&D game there is enough flexibility to play anything.

Even in 5e, when the monk didn't feel great, people still played the monk. And the Phantom Rogue is a cool archetype. They play a villain who goes along the veil between life and death. They carry out fatal energy with surprising effects. And as a result, they receive many advantages. Let's take a look.

Phantom Rogue: Now with more Phantom

How does it all work? What exactly does it mean to “infuse your strikes with deadly energy” or to accept a “mystical connection to death itself”? Well, for the beginning, this means that you can do part of your sneak loss for another goal. As described in the main feature of this subclass, Caps from the grave.

If you provide a creep attack damage for a creature in your train, you can cause additional damage to a second creature within 30 feet of the first creature (critically, not within 30 feet of you so that you can hit the backline with this ability). How much damage? Half of your sneak attack cubes, round them up. Not half the number you rolled, but half of the total cubes. If you get this function, this means an additional 1d6 on the 3rd level.

You can only use a limited frequency of the grave for a long time, where this class suffers – although the pain is greatly reduced if villains do not have the worst subclass progression in all D&D. I think the number one fault for the villain design in 5.5E was to return – but more in a minute. You only know that you are using your skill modifier that is used from the grave Pro Long Pause, which is more than a phantom villain, and it is enlarged much faster.

The other feature that Phantom Rogues receives at level 3 Whisper the dead. This is a much more user -friendly swimming skills. Every short or long break can choose a ability or tool skills that you do not have and get the knowledge with it. You can exchange products to have all the skills that the party needs. To be honest, I don't think that crouches from the serious refreshing in the short break would be so bad, then both features would feel pretty good.

A long way to level 9

One of the reasons why I mention the progress of the Rogue underclass is that it just feels bad. You have to wait longer than in any other class to get more subclass functions. Most get a little at level 3 and again at level 6. Some have to wait until Level 7. Have to wait until Level 9. Level 9 is about at the time when most campaigns come to an end.

I know that it is not every campaign. I know that this may not be the case for your game – but according to the number campaigns, the campaigns end to end when the characters really become very powerful. What Phantom villains means that you may enjoy a few levels of your level 9, Token of the deceased. This is the feature that it finally makes where you don't have to be stingy with their complaints from the grave.

With TOKEN OF THE DESINE you get a collection of soul jewelry, starting with 2 when you end a long break. You can also win a soul grand that you can see in 30 feet from you every time you can see a creature you can see. Note, you don't have to be the one who kills it.

These soul jewelry give you several advantages. Although the main company is, you can spend a soul mandrel to immediately use lamentation from the grave without consuming one of your daily use. So you effectively win two further uses and can have the train rolled as long as you are always close to creatures that die. This works around the entire “3-5 per long time”. Which is cool. Unless they had to wait 6 levels to wait.

You can also spend a soul grand to fill Augury, which is neat. And while you have at least one soul marker in your possession, you have an advantage in the death savings and conscience. You also win on a 9th level Voice of death This allows you to be poured with dead for free.

Phantom villains at higher levels

Phantom villains win even more deaths at higher levels. If your campaign is long enough to reach you, you have really fun. From level 13 when you win Ghost walk. In this way you can use a bonus campaign to become spectral.

On 17th level, The friend of death Let yourself be double. Wehmer from the grave now causes additional damage to the creature that you have hit with sneak attack. At the highest level, this means that you cause a 15d6 sanc attack damage for those you beat and 5d6 on a secondary goal. And at this level you will now win a soul grand if you don't have any if you roll initiative.

You can see how everything starts to fit together. Especially if you have the type of villain that can reliably carry out bonus action attacks and complete. The damage can really add up in important fights. More if you perform damage thrust tools such as the real strike cantrip, which can really set up how many D6 you roll. But you have a long period of time in which you are waiting for further ghosts.

Whatever you think about it, Wotc wants to know what you think. Be sure and fill out the unique Arcana survey – and take a look at the subclass below!

Skulking in the shadow has never been angular!


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