Fighter
Base Class: Fighter

As a glorious Fighter you may manifest your Fighting Spirit into a physical form, a creature you can summon. Your Stand! Stand can take on many forms of your choice, etheir way they are Magical Spirit fighters!

Stand

At Level 3 You gain a Spiritual Fighter that you can Manifest. No one can see your stand unless they too are a Stand User, a Psionic, or have a 18 in intelligence. Your stand may strike with his fist dealing 1d6 for Unarmed Strikes. And he has proficiency in his own Unarmed Strikes. Your stand must be within 20 ft of you or dissapates after striking. You may only summon your stand as many times as equal to your strength modifier. If your Fighting Spirit dies out so does the stand, if your calm it goes away. If your stand is directly damaged the damage affects your body. Meaning you share hitpoints. Your stand has his own initiative.

Stands Strength

At Level 5, your stands great strength shows. The stands Strength goes up to a 20, and your stand has proficiency in Perception, if you already do, then your stand has double proficiency.

ORA ORA ORA

Your stand gains a new Action that they may take, Rapid Punches. Can only be used once per time that your stand is summoned. Your stand deals 4d8 damage as it Rapidly punches the target. Your punching so rapidly that the attack is actually a Dex Save for the target. On a fail you may also add 1d12 as you punch one last time. 

Exchange Blows

If an enemy hits you, or your stand. You gain 1 stack of Exchange Blows. Spending one of these stacks grants your stand an Extra Unarmed Strike. You gain as many Stacks equal to your Strength Modifier max.

Final Stand Form

Your stand can now gain it's uses of being summoned on a Short Rest. The stands unarmed Strikes are 1d10. And you gain the Ability to stop time for 3 Actions. Doing so dissapates your Stand when you get out of stopped time. And to use this again you must summon your stand. 

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