Base Class: Fighter
Some event or creature in your life has left an indelible mark upon your very soul, be it magical trauma, the loss of a loved one or a magical artifact, this changed your very being. Your soul manifests as a somewhat physical form outside of your body allowing you to perform feats thought to be impossible. The first time the soul manifests externally is often a painful experience, as it soaks in the latent planar energy developing its form and abilities.
Origins
| d6 | Origins |
|---|---|
| 1 |
One of your ancestors was touched by a great planar spirit. |
| 2 |
You were once an otherworldly spirit, but now you are bound in a mortal form. |
| 3 |
Your soul manifestation is the result of a deal or pact with a creature. |
| 4 |
The dabblings of a mage left you magically scarred. |
| 5 |
You were struck by a powerful magical weapon, causing your soul to be severed from your body. |
| 6 |
Your soul was unbound from you to serve as your guard and keep you from harm. |
Soul Projection
Starting at 3rd level, you have become able to manifest a mystical spirit which acts as an extension of yourself, and assumes an otherworldly appearance. Over the course of a short or long rest, you can imbue your projection with combat potential, allowing it to absorb up to two weapons you have on your person. These weapons remain absorbed by the projection until you decide to absorb another weapon. Your projection can only wield a weapon as if you were, so you must have two hands free for it to wield a two handed weapon. Your projection is a semi-incorporeal spirit; it can't take damage, and it passes through most solid matter, including objects, creatures, and terrain harmlessly. Your projection can still interact with physical matter at your will, granting you the following benefits:
- Any attack made with your projection uses your Charisma modifier in place of your Strength or Dexterity modifier for the attack and damage rolls.
- When you make an attack, you can cause your projection to manifest or move to any point within 5 feet of you, increasing the reach of the attack by 5 feet. Any attacks made by your projection that benefit from this reach can only be made by your projection either with a weapon it has absorbed, an unarmed strike (which deals force damage equal to 1d8 + your Charisma modifier), or with a grapple or a shove.
- When you interact with something in any sense, you can cause your projection to manifest or move to any point within 5 feet of you, increasing the range of the interaction by 5 feet. For example, you could use your projection to grab on to a ledge normally out of your reach and hoist you up, or to open a door from a distance. While using your projection this way, the weight you can lift, push or pull is determined by your Charisma score, rather than your Strength score.
The additional reach and range of your projection increases to 10 feet at 7th level, and again to 15 feet at 15th level.
Otherworldly Infusion
Also at 3rd level, your body is infused with a mystical spirit with an extraplanar origin. Choose one of the following aspects.
Celestial
Your spirit hails from the Upper Planes, a heavenly aspect that wards you from harm. You have advantage on saving throws against poison and disease. Additionally, your projection can absorb and dissipate injuries you suffer. When you take damage, you can use your reaction to reduce that damage by an amount equal to 2 + your Charisma modifier.
Fey
Your spirit originates from the Feywild, a deft and mischievous aspect that disorients foes. You have advantage on saving throws against being charmed, and magic can't put you to sleep. When you hit a creature with an attack using your projection, the creature has disadvantage on the next attack it makes against you before the end of its next turn.
Fiend
Your spirit comes from the Lower Planes, a fiendish aspect that crushes your enemies with brute force. Attacks made using your projection deal double damage to objects and structures. Once per attack made with your projection, when you roll the maximum value on a damage die, the attack deals additional damage equal to your Charisma modifier.
Undead
Your spirit is one that has returned from the Dead, a horrifying aspect wreathed in negative energy. Once per turn, when you hit a creature with your projection, you can drain them of their life force causing them to physically weaken. Until the start of your next turn, anytime that creature rolls damage for a melee attack the total is reduced by your Charisma modifier.
Greater Infusion
Also at 7th level your body better adapts to your projection, you gain the following feature based on the otherworldly aspect you chose at 3rd level.
Additionally, whenever you make a Charisma check when interacting socially with the creature type of your aspect, your proficiency bonus is doubled if it applies to the check.
Celestial
Your projection gives you the divine sense of an angel. You can add your Charisma modifier to the result of Insight and Perception checks.
Fey
Your projection grants you the brash fearlessness of the Summer Court. You have advantage on saving throws against being frightened.
Fiend
Your projection bestows upon you sight that can pierce darkness, common to fiends. You can see in dim light or darkness as if it were bright light for up to 120 feet.
Undead
Your projection offers the knowledge of those that have passed on. You can add your Charisma modifier to the result of History and Arcana checks.
Realignment
At 10th level, you can interweave your physical essence with that of your projection. While your projection is manifested, you can use your bonus action to teleport and swap places with it. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Corporeal Manifestation
At 15th level, your projection becomes more clearly defined and physical. At the end of each of your turns you can choose a creature within 15 feet of you. Until the start of your next turn, your projection interposes itself between you and that target. The creature can't move through your projection if its Strength score is less than or equal to your Charisma score.
Requiem Infusion
At 18th level you can cause your projection to be overwhelmed with power allow it to use special abilities. You gain one of the following benefits based on the otherworldly aspect you chose at 3rd level. You can use your Requiem Infusion feature twice, and can't use it again until you finish a long rest.
Celestial
You can use your projection's energy to infuse a creature with fighting spirit. As a bonus action, choose a creature within 15 feet of you. It regains hit points equal to 15 + your Charisma modifier, and has advantage on attack rolls until the end of its next turn.
Fey
As a reaction when a creature attacks you, you can make an attack with your projection against it. A shimmering copy of your projection then appears around you, causing attack rolls against you to have disadvantage. This shimmering form disappears if you take damage or when one minute has passed.
Fiend
Your projection can unleash a storm of attacks. When you first take the Attack action on your turn, you can infuse your attacks with explosive energy. At the end of your turn, any creature you hit with an attack is pushed 10 feet away from you for each attack you hit it with, and is knocked prone. If a pushed creature strikes a solid surface, the creature takes 1d6 bludgeoning damage for every 10 feet it was pushed.
Undead
When you damage a creature with a melee attack, you can use your reaction to siphon their life force and bolster your own. You gain temporary hp equal to the damage dealt and the creature is considered vulnerable to the next source of damage it takes.
Quirks
| d6 | Quirk |
|---|---|
| 1 |
You prefer to use your projection to manipulate your surroundings. |
| 2 |
You share some physical traits with your projection, such as crystalline eyes, bark like skin or demonic horns. |
| 3 |
The nature of your projection occasionally influences your personality. |
| 4 |
You occasionally slip into the native tongue of your projection. |
| 5 |
Artifacts or magic that would affect your projection type make your skin crawl and make you feel nauseous. |
| 6 |
Your projection sometimes acts independently, often to your defense. |
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