Phantasmal killer 5e Wizard dnd spell
You tap into the nightmares of a creature you may see within range. In Phantasmal Killer 5e you create an illusory manifestation of its deepest fears, visible only to that creature. On a failed save, the target gets fearful for the duration. At the end of all their goals ends before the Spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the Spell ends. At Higher Levels: Suppose you cast the Spell utilizing a spell slot of Level 5 or higher. The harm damage raises by 1d10 for every slot level above the 4th.
LEVEL | 4th |
CASTING TIME | 1 Action |
RANGE/AREA | 120 ft |
120 ft | COMPONENTS |
COMPONENTS | V, S |
DURATION | Concentration 1 Minute |
SCHOOL | Illusion |
ATTACK/SAVE | WIS Save |
DAMAGE/EFFECT | Psychic |
REFERENCE | Basic rules, Page: 265 |
Class | Wizard |
Monk 5e
As a monk, you gain the following Class Characteristics.
- Hit Points
- Hit Dice: 1d8 per monk level
- Strike Points at 1st level: 8 + your Constitution modifier
- Higher Level Hitpoints: 1d8 (or 5) + your Constitution modifier every monk level after 1
Beginning Proficiencies
- You are proficient with all the following things, in addition to some Proficiencies provided by your background or race.
- Armor: none
- Weapons: Simple Weapons, shortswords
- Tools: any 1 type of artisan’s tools or some other musical instruments of your choice
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) that a Shortsword or (b ) ) any Easy weapon
• (a) that a Dungeoneer’s Bundle or (b) that an Explorer’s Bundle
• 10 darts
Monk Table
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
1st | 2 | 1d4 | — | — | Unarmored Defense, Martial Arts |
2nd | 2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement |
3rd | 2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles |
4th | 2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall |
5th | 3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike |
6th | 3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature |
7th | 3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
8th | 3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
9th | 4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement |
10th | 4 | 1d6 | 10 | +20 ft. | Purity of Body |
11th | 4 | 1d8 | 11 | +20 ft. | Monastic Tradition feature |
12th | 4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
13th | 5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
14th | 5 | 1d8 | 14 | +25 ft. | Diamond Soul |
15th | 5 | 1d8 | 15 | +25 ft. | Timeless Body |
16th | 5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
17th | 6 | 1d10 | 17 | +25 ft. | Monastic Tradition feature |
18th | 6 | 1d10 | 18 | +30 ft. | Empty Body |
19th | 6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
20th | 6 | 1d10 | 20 | +30 ft. | Perfect Self |
What are the ways to improve Phantasmal Killer 5e?
- Require Spell focus/greater spell attention Illusion.
- Find a wand that will increase illusion DC’s by 1
- Maximum Intellect score for your level (with +2 tome and potentially Race Restricted “Clever” equipment ).
- Heighten Spell after you can throw spells at a higher level than 4.
- Take the Wizard Past Life feat (not accessible without a TR from Wizard)
Most will correctly advise against Spell Foci in Illusion.
Suppose you can get the DC of PK large enough that enemies aren’t regularly making their saves even if they’re healthy from the rescue category. In that case, it’s a great spell to have till you receive the Finger of Death. If you cannot get its DC up for whatever reason, attempt to selective the mobs, you throw it. Caster mobs typically have goodwill saves. Strong melee mobs generally possess large fort saves. Start looking for rogue types. Curse/enervate or prepare an area with thoughts fog when you have no alternative.
Read: Tiamat 5e
Even though a creature is affected by 5e Phantasmal Killer, what is the source of the fear?
The target creature becomes frightened by an illusion that the Spell generates, limiting its movement and giving it a disadvantage on attack rolls and ability check while the source of dread is within line of sight. But that makes the place of the Illusion fundamental. The spell description isn’t beneficial. It merely says: “You tap into the nightmares of a monster you may see within reach and create an illusory manifestation of its deepest anxieties, visible only to this creature.” Thus, I can logically imagine three ways to Deal with this effect:
Illusion
1.) The Illusion is the source of anxiety. The spell caster chooses a location for the Illusion when they cast the Spell. It remains in that space for the duration, unable to move. Seems somewhat lame but also matches the text of the spell description.
Alternatively, according to what makes sense for your goal’s worst fear, the GM could determine this Illusion location.
2.) The spell caster is your origin of the anxiety. Does not match the text, but then again, they’re the magic source, causing the target to become fearful.
3.) The Illusion is the origin of anxiety. However, the Illusion is somehow “attached” to the monster or is otherwise moved by the spell caster. Either it follows the target (meaning that they can’t go “back” towards the source of this Spell for the length and are always within line of sight), or the spell caster can move the Illusion to block the target’s motion and give them a disadvantage. Again, doesn’t match the spell explanation but seems like it could match the intent.
How do you manage the “cannot willingly move closer to the origin of your fear” facet to the Frightened state?
Specifically, can you circumvent the origin of your fear while maintaining your distance from the origin? My perception was: as long as the distance to the origin does not decrease, you can move freely. Among my players disagreed, stating that this “flanking” movement was technically moving nearer to the source of fear (though the space onto a grid never decreased).
Damage level in Phantasmal Killer 5e
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Damage Dice | 4d10 | 5d10 | 6d10 | 7d10 | 8d10 | 9d10 | |||
Min Damage | 4 | 5 | 6 | 7 | 8 | 9 | |||
Average Damage | 22 | 27.5 | 33 | 38.5 | 44 | 49.5 | |||
Max Damage | 40 | 50 | 60 | 70 | 80 | 90 |
Phantasmal killer 5e Wizard dnd spell
You tap into the nightmares of a creature you may see within range. In Phantasmal Killer 5e you create an illusory manifestation of its deepest fears, visible only to that creature. On a failed save, the target gets fearful for the duration. At the end of all their goals ends before the Spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the Spell ends. At Higher Levels: Suppose you cast the Spell utilizing a spell slot of Level 5 or higher. The harm damage raises by 1d10 for every slot level above the 4th.
LEVEL | 4th |
CASTING TIME | 1 Action |
RANGE/AREA | 120 ft |
120 ft | COMPONENTS |
COMPONENTS | V, S |
DURATION | Concentration 1 Minute |
SCHOOL | Illusion |
ATTACK/SAVE | WIS Save |
DAMAGE/EFFECT | Psychic |
REFERENCE | Basic rules, Page: 265 |
Class | Wizard |
Monk 5e
As a monk, you gain the following Class Characteristics.
- Hit Points
- Hit Dice: 1d8 per monk level
- Strike Points at 1st level: 8 + your Constitution modifier
- Higher Level Hitpoints: 1d8 (or 5) + your Constitution modifier every monk level after 1
Beginning Proficiencies
- You are proficient with all the following things, in addition to some Proficiencies provided by your background or race.
- Armor: none
- Weapons: Simple Weapons, shortswords
- Tools: any 1 type of artisan’s tools or some other musical instruments of your choice
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) that a Shortsword or (b ) ) any Easy weapon
• (a) that a Dungeoneer’s Bundle or (b) that an Explorer’s Bundle
• 10 darts
Monk Table
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
1st | 2 | 1d4 | — | — | Unarmored Defense, Martial Arts |
2nd | 2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement |
3rd | 2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles |
4th | 2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall |
5th | 3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike |
6th | 3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition feature |
7th | 3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
8th | 3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
9th | 4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement |
10th | 4 | 1d6 | 10 | +20 ft. | Purity of Body |
11th | 4 | 1d8 | 11 | +20 ft. | Monastic Tradition feature |
12th | 4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
13th | 5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
14th | 5 | 1d8 | 14 | +25 ft. | Diamond Soul |
15th | 5 | 1d8 | 15 | +25 ft. | Timeless Body |
16th | 5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
17th | 6 | 1d10 | 17 | +25 ft. | Monastic Tradition feature |
18th | 6 | 1d10 | 18 | +30 ft. | Empty Body |
19th | 6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
20th | 6 | 1d10 | 20 | +30 ft. | Perfect Self |
What are the ways to improve Phantasmal Killer 5e?
- Require Spell focus/greater spell attention Illusion.
- Find a wand that will increase illusion DC’s by 1
- Maximum Intellect score for your level (with +2 tome and potentially Race Restricted “Clever” equipment ).
- Heighten Spell after you can throw spells at a higher level than 4.
- Take the Wizard Past Life feat (not accessible without a TR from Wizard)
Most will correctly advise against Spell Foci in Illusion.
Suppose you can get the DC of PK large enough that enemies aren’t regularly making their saves even if they’re healthy from the rescue category. In that case, it’s a great spell to have till you receive the Finger of Death. If you cannot get its DC up for whatever reason, attempt to selective the mobs, you throw it. Caster mobs typically have goodwill saves. Strong melee mobs generally possess large fort saves. Start looking for rogue types. Curse/enervate or prepare an area with thoughts fog when you have no alternative.
Read: Tiamat 5e
Even though a creature is affected by 5e Phantasmal Killer, what is the source of the fear?
The target creature becomes frightened by an illusion that the Spell generates, limiting its movement and giving it a disadvantage on attack rolls and ability check while the source of dread is within line of sight. But that makes the place of the Illusion fundamental. The spell description isn’t beneficial. It merely says: “You tap into the nightmares of a monster you may see within reach and create an illusory manifestation of its deepest anxieties, visible only to this creature.” Thus, I can logically imagine three ways to Deal with this effect:
Illusion
1.) The Illusion is the source of anxiety. The spell caster chooses a location for the Illusion when they cast the Spell. It remains in that space for the duration, unable to move. Seems somewhat lame but also matches the text of the spell description.
Alternatively, according to what makes sense for your goal’s worst fear, the GM could determine this Illusion location.
2.) The spell caster is your origin of the anxiety. Does not match the text, but then again, they’re the magic source, causing the target to become fearful.
3.) The Illusion is the origin of anxiety. However, the Illusion is somehow “attached” to the monster or is otherwise moved by the spell caster. Either it follows the target (meaning that they can’t go “back” towards the source of this Spell for the length and are always within line of sight), or the spell caster can move the Illusion to block the target’s motion and give them a disadvantage. Again, doesn’t match the spell explanation but seems like it could match the intent.
How do you manage the “cannot willingly move closer to the origin of your fear” facet to the Frightened state?
Specifically, can you circumvent the origin of your fear while maintaining your distance from the origin? My perception was: as long as the distance to the origin does not decrease, you can move freely. Among my players disagreed, stating that this “flanking” movement was technically moving nearer to the source of fear (though the space onto a grid never decreased).
Damage level in Phantasmal Killer 5e
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Damage Dice | 4d10 | 5d10 | 6d10 | 7d10 | 8d10 | 9d10 | |||
Min Damage | 4 | 5 | 6 | 7 | 8 | 9 | |||
Average Damage | 22 | 27.5 | 33 | 38.5 | 44 | 49.5 | |||
Max Damage | 40 | 50 | 60 | 70 | 80 | 90 |