Phantasm (Legend Racial Track)

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Author: Tenno Seremel (talk)
Date Created: 2012-03-19
Status: Complete
Editing: Clarity edits only please
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A personification of emotion or idea.

+1 (+1/8 levels) racial bonus to any one skill
[Phantasm] type (does not age).
(choose one)
Summon Mote
By Will Sustained
Breakneck Pace

Choose either [Average] or [Small] size at character creation. Once selected this cannot be changed.


Phantasm is a personification of emotion or idea. Usually their primary objective is to protect the one who "created" them, one way or another.

Racial Track[edit]


Table: Phantasm Track Abilities

Level BAB Fort* Ref* Will Phantasm
1 +1 2/0 2/0 2 Fade / Manifest
2 +2 3/1 3/1 3
3 +3 4/1 4/1 4 Quick and Sturdy
4 +4 4/2 4/2 4
5 +5 5/2 5/2 5
6 +6 6/3 6/3 6 Air Walk
7 +7 6/3 6/3 6
8 +8 7/4 7/4 7
9 +9 8/4 8/4 8 Unearthly
10 +10 8/5 8/5 8
11 +11 9/5 9/5 9
12 +12 10/6 10/6 10 Phantasmal Barrage
13 +13 10/6 10/6 10
14 +14 11/7 11/7 11
15 +15 12/7 12/7 12 Perfect Body
16 +16 12/8 12/8 12
17 +17 13/8 13/8 13
18 +18 14/9 14/9 14 United as One
19 +19 14/9 14/9 14
20 +20 15/10 15/10 15
*A phantasm can choose either Reflex or Fortitude to be her second good save, the other one is a bad save.

A Phantasm can choose either Strength or Dexterity to be her KOM.


1st Circle - Fade / ManifestSU: Fade. Designate one willing ally within sight who cannot be you. This can be changed once a week, and the bond is exclusive (nobody can have two partners or benefit from two different partnerships). You have a permanent mental link to your partner and vice versa (see World-Mind spell). As a standard action you can enter you partner's mindscape regardless of distance between you as long as she is alive. If your partner dies while you are faded you are also dead although you are alive again if your partner comes back to life (your hit points are not affected in any way by this ordeal).

While you are faded:

  • you no longer exist in the physical world and cannot be targeted nor can you initiate your own actions other than using Manifest, but you do restore health with your Fast Healing + your partner's Fast Healing (if any) and can be affected with your partner's abilities if you so desire (on a case by case basis);
  • you are aware of your partner's surroundings as if you were standing in her place yourself;
  • your partner gain all abilities from this track that you have access to other than Fade, Manifest, and United as One.

Manifest: you can exit your partner's mindscape at any point during her turn as a free action. You appear withing 5 ft of her.

2nd Circle - Quick and SturdyEX: You gain a bonus to Armor Class equal to the number of circles in this track you possess. This is both item and deflection bonus. Once per [Round] when you take 5 ft step you can move 10 ft instead.

3rd Circle - Air WalkEX: You gain Fly movement mode.

4th Circle - UnearthlyEX: You gain [Lesser resistance] to all damage. When you are faded your partner gain [Resistance] to all damage instead.

5th Circle - Phantasmal BarrageSU: Once per [Encounter] as an immediate action you can assault 1 creature (who cannot be your partner) within [Medium] range so violently he is [Blown away] in the direction of your choice. He must also succeed at a Fortitude save (DC 10 + 1/2 your level + your KOM) or become [Blinded] for the duration of the [Encounter]. For 1 [Round] after you have used this ability reality is twisted in such a way that you gain +2 bonus to attack rolls, AC and all saves.

You can use Phantasmal Barrage even while faded and bonuses are applied to both you and your partner even if it was your partner who used this ability.

6th Circle - Perfect BodyEX: You gain [Immunity] to [Blinded], [Deafened], [Petrified] conditions and falling damage. Once per [Encounter] as a standard action you can share some of this power temporarily to remove [Blinded], [Deafened] and [Petrified] conditions from an ally (within [Close] range) or your partner (regardless of range).

7th Circle - United as OneSU: You can now act while faded. All your actions are made from your partner's square and you can do everything you can normally do but moving (you can still use your move actions for something else). You don't need to act in any particular order. For example, you take standard action, then your partner takes her standard action, and then you use your swift action and a move action.

You are a single entity as far as everyone else is concerned and it appears that your partner is just that good at doing her business. Use highest of your Initiative, AC and saves for both of you. When d20 is rolled you both roll it and use better result.