Base Class: Rogue
You become bonded to an ancient blade with sentience. It has struck a deal of mutual aid with you imparting knowledge and power in return for something.
Bonded Blade
When you reach third level your bond with your blade becomes even stronger. You gain the following benefits:
The blade becomes a magical weapon.
It deals additional damage equal to your proficiency modifier.
It gains a thrown finesse attack of 30/60 and returns to your hand after the attack.
As an action you can summon it to your hand as long as it is on the same plane of existence as you.
At 5th level it becomes a +1 weapon, at 10th level it becomes a +2 weapon and at 15th level it becomes +3. These must be levels in rogue
Blade Guardian
At 3rd level, you can use a bonus action to magically manifest the sentience in the blade in an unoccupied space you can see within 15 feet of you. This manifestation is a magical, translucent image of them that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another one, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the manifestation to move up to 30 feet in any direction (no action required). If the manifestation is ever more than 60 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with the manifestation at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the manifestations space.
Spiritual Assistance
When you make an attack that would deal sneak attack damage you may command the blade spirit to do the same. It makes an attack at an enemy within range of it and deals damage the same as your blade would. It may also deal sneak attack damage as long as it is targeting a different enemy that fits the conditions of sneak attack, you may use this ability a number of times equal to your Wisdom modifier, you regain these uses after a short rest.
Spirits Guidance
After you complete a long rest choose a skill or tool proficiency. You gain proficiency in that tool or skill. If you already have proficiency double your proficiency bonus for that skill. At 15th level choose two skills instead of one.
Preternatural Fighting
At 13th level you gain more insight into the sentience's fighting style. As an action you can merge with the spirits consciousness and gain the following effects to do so you must be within 5ft of its manifestation.
You gain resistance to bludgeoning, piercing, slashing, necrotic and radiant damage.
You may attack an additional time with each attack action.
You once per turn you regain health equal to half of your sneak attack damage.
This ability lasts for 1 minute and during that time you cannot summon another manifestation. After you do so you gain one level of exhaustion. You regain the use of this ability after a long rest.
Spiritual Union
Instead of summoning the sentience in a normal manifestation you may instead summon a more true form of the being. It manifests as a solid metallic form with hitpoints equal to your own, it lasts for 30 minutes. It rolls initiative if you are in initiative and acts independently with your weapons, abilities and skills, it cannot use this ability. After this ability ends you gain a level of exhaustion. This ability recharges after a long rest.
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