"…You are held captive. A prisoner of fate to a future that has been sealed in advance. This is truly an unjust game… Your chances of winning are almost none. But if my voice is reaching you, there may yet be a possibility open to you… …I beg you. Please overcome this game… and save the world… The key to victory lies within the memories of your bonds—the truth that you and your friends grasped. It all began that day… when the game was started half a year ago… For the sake of your world's future… as well as your own… you must remember…"

Phantom Thief is a Pop Culture Archetype for Thief, inspired by Persona 5.

Arcana (Su)

Breaking free of the chains of fate that bind you, at 1st level, the Phantom Thief may select one of the three following Arcanas. Each one determines the spell list used by Meta Casting

Magician

The Magician is the symbol representing offensive magic. Choosing the Magician Arcana allows the Metacasting feature to utilise Black Mage spells, and calculates base MP costs as if that class

Lovers

The Lovers is the symbol representing curative magics Choosing the Lovers Arcana allows the Metacasting feature to utilise White Magic spells, and calculates base MP costs as if that class

Fool

The Fool is the symbol of versatility. Choosing the Fool Arcana allows the meta casting feature to utilise Red Magic spells, and calculates base MP costs as if that class

Persona replaces the Social talent gained at 1st level.

Meta Identity (Ex)

Instead of the Thief’s two identities both being physical, The Phantom Thief takes on a more… metaphorical identity. The social identity functions the same for the Phantom Thief, but the Thief (Herein known as Phantom Thief) identity functions only in the Metaverse.

Entering the Metaverse requires a full round action, or a standard action if the Phantom Thief can act in a surprise round. Phantom Thief archetype features require being in the Metaverse to utilize. While in the metaverse, the Phantom Thief gains a competence bonus to stealth equal to ¼ of his Phantom Thief level, minimum 1. The Metaverse is not a separate plane, but more akin to a layer of the physical plane. They are still on the physical plane for all spells and effects.

Meta Identity modifies Dual Identity, but counts as it for feats and other class features.

Meta Casting (Su)

The power of a Persona grants it’s host some small figment of magical power. The phantom thief gains access to a spell list determined by their persona. They begin play with two 1-cost spells from that list, and learn a new spell every even level. They can spend 1 Mp on spells from level 1-3, 2 MP from 4-6, 3 MP from 7-9, 4 Mp from 10-12, 5 MP from 13-15, 6 mp from 16 to 18 and 7 MP from 19 to 20. The phantom thief can learn spells of a MP cost they can cast. The Phantom Thief gains 2 mana each level from 1-5, 3 mana for each level for 6-10, 4 mana for each level for 11-15, and 5 mana for 15 and higher. A table is presented below for easier referencing. The Phantom Thief uses Intelligence as his spellcasting modifier regardless of what spell list they have chosen, and does not gain bonus MP from high intelligence. The phantom thief can cast these spells while wearing light armour without suffering from arcane spell failure.

Level Total MP Max Spent On Spell Spell MP Cost Learnable
1 2 1 1
2 4 1 1
3 6 1 1
4 8 2 2
5 10 2 2
6 13 2 2
7 16 3 3
8 19 3 3
9 22 3 3
10 25 4 4
11 29 4 4
12 33 4 4
13 37 5 5
14 41 5 5
15 45 5 5
16 50 6 6
17 55 6 6
18 60 6 6
19 65 7 7
20 70 7 7

Phantom Thieves cannot spend gil to learn more spells.

Meta Casting replaces Sneak Attack and the social talents gained at 5th, 9th, and 13th level.

One More (Ex)

Starting at 4th level, the phantom thief becomes more skilled in coordinating his allies. If the phantom thief gets an attack of opportunity against any target, he can expend one attack of opportunity as an immediate action to allow one ally to make that attack instead without expending one of their attacks of opportunity. The ally must have the weapon drawn, and loaded if a ranged weapon, or be able to load it in a free action.

This replaces Debilitating Injury

Hold Up (Ex)

At 10th level, the phantom thief can perform a Hold Up while not in combat, by drawing a firearm or other ranged weapon, and aiming it at his target. During a Hold Up, he gains a bonus to diplomacy and intimidate equal to ½ his thief level, and can make demands of the target, such as an item or currency, on a successful check using either skill with a DC 10 + the target’s hit die + wisdom modifier, or their sense motive modifier, whichever is higher. Success means the target gives up the item or currency or renders a service to aid you. Hold Up can also be performed at any time a coup de grace can be performed, even in combat, using the same action cost.

This replaces Mug.

Master Arcana (Su)

At 16th level, the Phantom Thief’s mastery of Arcana allows him to utilize spell lists from one additional Arcana. In addition, he learns 1 spell of cost 1, 3 5 and 7 that he can cast from that Arcana (Total of 4 spells). These spells unlock as he unlocks the capability to cast that base MP cost.

This replaces Any Guise

All Out Attack

At 20th level, the phantom thief’s sheer force of will pushes his team to new heights. Hold Up can be performed on multiple targets, one per ally who wishes to partake. One More can be used multiple times from one attack of opportunity trigger, as long as the attack made by an ally hits and the phantom thief has attacks of opportunities to spend.

This replaces Master Strike