You acquire a persona, a manifestation of your psyche which will act as a mask with which you may face life's challenges.
The overall design and features of your persona are up to your discretion.
The persona may be armed with 2 light weapons or one non-light weapon. If it is unarmed, it is considered to have some natural weapon that deals 1d4 bludgeoning, slashing, or piercing (choose one) damage plus your strength modifier. Regardless of what it is armed with, its weapon(s) possess the traits of a +1 magical weapon. These weapons are considered to be always wielded by the persona, and it is impossible for them to be dropped or stolen. For the purposes of all spells, actions, and other rules interactions, your persona uses your natural ability scores and modifiers. Your persona is considered to have your same armor class, and should it be struck by an attack, the damage is applied to you. You may send your persona to move, but doing so consumes your own speed, and it can trigger opportunity attacks as if it were you.
Some personas may also serve as mounts for the user. If your persona is a mounted type, it may have a walking, flying, swimming, or burrowing speed of up to 60ft. If you feel your mountable persona is capable of an extra kind of movement, consult with your DM when creating its design. Unless you specifically decide otherwise, the persona will not be capable of acting intelligently on its own, and will default to the way you decide to control it.
When you summon your persona, you may use it to cast a spell you know, or perform a physical attack. Doing so generally causes it to disappear afterward.
When you use an action to make a physical attack with your persona, roll a hit die. You lose an amount of health equal to the hit die. In return, you may roll a second hit die, and apply the result as damage to the enemy you struck.
The damage you take from performing physical attacks with your persona can never reduce you below 1 hit point, but you may only perform such an attack whilst you have more than 1 hit point.
If you attune yourself to a magical weapon that is of the same type that your persona wields, you may equip it to your persona. Doing so overwrites the old weapon it wielded. Should you decide you no longer wish your persona to wield that magic weapon, you may unequip it from your persona and put it back into your character's inventory. Regardless, the item remains attuned to you even while your persona is wielding it. Should you unattune to your magic weapon whilst your persona is wielding it, the weapon drops to the ground, and your persona's original weapon is restored. For personas using a natural or miscellaneous weapon that cannot be equipped to a normal character (such as fists, or claws), the natural weapon gains magical +2 when you reach character level 10, and magical +3 at character level 20.
Previous Versions
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