Otherworldly Patron - Phantom Thief

Throughout history the concept of the phantom or gentleman thief has enraptured the minds of the romantic even as they baffle the law enforcement tasked with catching them. Some of these thieves become so engrained in the minds of the people that when they pass on, their spirits persist, able to grant their abilities to warlocks willing to make a pact (and sometimes even against their will).

Despite their fame often portraying them as solo operators, phantom thieves rarely worked alone, and the gifts that their patronage offers support this, with a focus on creating advantages and then exploiting them with teamwork.

Expanded Spell List

Your patron lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st Bane, Command
2nd Blindness/Deafness, Pass Without Trace
3rd Bestow Curse, Nondetection
4th Freedom of Movement, Greater Invisibility
5th Hold Monster, Passwall

Thief's Edge

At 1st level when you form this pact, you gain a number of potent abilities. Most notable is the ability to infuse your weapon strikes with eldritch powers. When you make a weapon attack, you deal additional 1d4 additional force damage. This increases by an additional 1d4 every 3 levels - at 4th, 7th, 10th, etc, to a maximum of 6d4 at 19th level. This damage can only apply once per turn.

Your health is directly tied to your patron. When you gain a level in this class, you can choose to either use your constitution modifier or your charisma modifier to determine your hit points gained (including at 1st level).

You also gain proficiency in the use of thieves tools, and one skill of your choice.

Baton Pass

A Phantom Thief is strongest when they work as part of a team. From 6th level when you afflict a creature with any of the blinded, paralyzed, restrained, incapacitated, or stunned conditions, deal Vulnerable damage to them, or Curse them, you can use your bonus action to channel excess energy to enhance your comrade. Choose a friendly creature you can see other than yourself. They can use their Reaction to immediately take one Action. If they take the Attack action, they can only attack once, however they do so with Advantage.

Baton Pass can be used a number of times equal to your proficiency modifier, refreshing on a short rest.

Awakening

At 10th level the connection to your patron is strong enough that you can manifest a spectral form for them into your reality, which floats nearby, though it's little more than an illusion. You can invoke and dismiss this freely, so long as it is your turn, at no action cost. You can have your patron spirit provide the Verbal, Somatic and Material components for a spell, so long as they do not have a cost, allowing you to cast spells even if bound and gagged. It is, however, still clear that a spell is being cast.

Your link to them also allows you to use your Charisma modifier in place of your Constitution modifier for any Constitution saving throws, including Concentration checks.

Last Surprise

The ultimate expression of your teamwork, you can call on your allies to take advantage of an enemy that cannot retaliate. At 14th level you can use your action to designate any creature within 30' that is suffering from any of the following conditions: blinded, paralyzed, restrained, incapacitated, or stunned. When you do so, friendly creatures you can see (including yourself) can choose to immediately move into melee range with the designated creature and make a weapon attack against it. If they hit, they automatically deal critical damage. This has no action cost to your allies, and even if they are outside of their normal movement distance, they can move into melee.

Once you use Last Surprise, you can't use it again until you finish a short rest.

Additional Invocations

Included below are a list of invocations themed for the phantom thief patron, however they can be used by other warlocks also.

Copycat

Requirements: 9th Level

Sometimes the best ideas come from other people. You can use your action to duplicate a spell of up to 5th level that a friendly creature you can see has cast since your last turn, without expending a spell slot. All other components for it must be provided as normal.

Once you use this ability, you can't use it again until you finish a short rest.

Eldritch Hook

Requirements: 5th Level

You gain the ability to manifest and launch a thin wire of eldritch energy at a point or creature within a 60' range, pulling yourself towards it, which you can do as a bonus action. This movement does not provoke opportunity attacks. When you target a creature with this ability it can make a dexterity saving throw to negate its effects, which they can choose to fail willingly. When you pull yourself to a creature, you get advantage on the next attack roll you make against that creature this turn.

Eldritch Hook can be used a number of times equal to your charisma modifier, refreshing on a short rest.

Emergency Shift

As a last resort, you can step in to save an ally. When a friendly creature within 30' is targeted by an attack you can use your reaction to swap places with them instantly, with the attack now targetting you in their place.

Emergency Shift can be used a number of times equal to your charisma modifier, refreshing on a short rest.

Pickpocket

Requirements: 4th Level

After taking this invocation you can uses its magic to take items from those you fight. When you make a melee weapon attack against an enemy you can choose to make it a Pickpocket attempt. In additional to normal damage if your attack hits, the enemy creature must make a strength saving throw or have one carried (but not held or worn) item, determined at random, teleported into one container that you are carrying such as a backpack, belt pouch, or bag of holding.

Pickpocket can be used a number of times equal to your charisma modifier, refreshing on a short rest.

Sleuth

As a bonus action you can observe one creature that you can see. You learn any condition or damage immunities, resistances, and vulnerabilities that the creature has.

Third Eye

Requirements: 3rd Level

You gain blindsight with a 10' range. At 15th level, you also gain Truesight 10'. In addition, you gain proficiency in the Insight skill.