Aspect of Creation

Lv 1 - Phase infusion - spend one phase point to infuse an object with phase, choosing one of the following effects, which last for 24 hours:

- The object does 1d4 bonus phase damage (weapon)

- The object glows blue when enemies are nearby (within 200 feet) (any)

- The object emits a blue light in 15 feet, controlled by the wielder (any)

- The object gains 2 charges of a cantrip that you know (focus)

Lv 2 - Advantage on intelligence saving throws, proficient in arcana and history

Lv 3 - Phase invention - spend two phase points as a bonus action to create a magical object, choosing from the following:

- Phase grenade - glowing orb of phase energy, ranged attack (20/40, proficient to hit, 10 ft radius, 2d6 phase damage)

- Phase barrier - 10 ft tall x 30 ft long x 5 ft wide wall that lasts for 3 turns or until dispelled

- Phase hut - leomund's tiny hut

Lv 4 - +1 INT

Lv 5 - Phase infusion boost

- 1d4 increases to 2d4

- Glow distance enemy radar to 300

- Blue light to 30

- Cantrip to 3 charges

Lv 6 - Phase elemental - your connection to the phase gives you power over nature. spend 5 phase points to choose from the following:

- Cause a section of land up to 30x30 feet to become difficult terrain for 1 minute

- Cause an obsucring visual effect in a 30x30 area, such as a cloud, thick fog, or darkness, for 1 minute

- Transfer energy to create an area of effect both in front of and behind you. a 5x30 foot line in front of you does 3d8 cold, while behind you does 3d8 fire damage (DEX save, half damage on success)

Lv 7 - AOE and range increase

Lv 8 - +1 INT

Lv 9 - AOE and duration increase

Lv10 - Phase transmutation - spend 10 phase points to turn any nonmagical object into a nonmagical, nonliving object of the same value. For example, turning 100gp in to 100gp worth of diamonds. The object must be smaller than 5x5x5 feet