Fighter
Base Class: Fighter
[Note, this version of the subclass is bugged. Some proficency modifiers and spell DCs are bugged, as well as the fact Zariath Ascension is always active in this version for some reason. This is merely a concept review version. The bugs will be fixed in Version 1.5 of the subclass.]

You are a Seelemeister, a warrior that has honed both their body and soul to amplify their combat ability. As a Projection-Type Seelemeister, you have the ability to summon a Seeleprojection, a tangible humanoid version of your soul, to fight alongside you in battle, akin to the Echo Knights and their echoes, but what differentiates you from them is your personal connection with your Projection, allowing the two of you to grow stronger through your bonds with each other and the growth of your soul.

 

Summon Seeleprojection

3rd-level Seelemeister feature

You can use a free action to magically manifest a projection of your soul in an unoccupied space you can see within 15 feet of you. This projection takes on the shape of a fully tangible humanoid that lasts until it is destroyed, until the start of your next turn, or until you’re incapacitated. You may summon this projection a number of times equal to your Constitution modifier, after which you cannot do so again until you finish a Short Rest.

Your projection 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 your projection to move up to 30 feet in any direction (no action required). After the start of your next turn, the projection disappears, requiring you to summon it again. Unlike an Echo Knight's echo, this projection counts as a creature for the purposes of flanking or abilities such as Pack Tactics. 

You can use your projection in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your projection at a cost of 15 feet of your movement, regardless of the distance between the two of you. Afterwards, your projection is immediately destroyed.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or your projection’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your projection 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 your projection’s space.

Adapted Soul

7th-level Seelemeister (Projection) feature

You have learned a Seelemeister Technique with your Seeleprojection, giving it access to a special ability from the list below:

Crushing Strike:
When you hit an enemy with a melee attack from your Seeleprojection, you can force your target to make a Dexterity saving throw equal to 10 + your Strength modifier. The target is shoved backwards 10 feet on a failed save, and 5 feet on a successful one. You may also move your Seeleprojection up to half of it's speed as a part of this attack.

Dual Strike:
Your Seeleprojection is treated as a creature for the purposes of flanking and abilities such as Pack Tactics.

Maria Aderon's Arcane Wisdom:
You learn two 1st-level spells and two cantrips from the Sorcerer's Spell List. You can cast these cantrips as known spells, while you can cast your 1st-level spells a number of times equal to your Constitution modifier. You can also cast spells through your Seeleprojection as if you were occupying their space. (Concentration-based spells cast this way end when your Projection is destroyed.) Once you've expended all of your uses of your spells, you cannot cast them again until you expend Hit Dice to regain HP during a Short Rest or until you finish a Long Rest.


Crushing Strike

When you hit an enemy with a melee attack from your Seeleprojection, you can force your target to make a Dexterity saving throw equal to 10 + your Strength modifier. The target is shoved backwards 10 feet on a failed save, and 5 feet on a successful one. 

Dual Strike

Your Seeleprojection has obtained a more solid state of being due to your increasing strength. Your Seeleprojection counts as a creature for the purposes of flanking and abilities such as Pack Tactics. 

Maria Aderon's Arcane Wisdom

You've learned how to channel magic through your Seeleprojection through the teachings of a young but talented Seelemeister. You learn two 1st-level spells and two cantrips from the Sorcerer Spell List. These cantrips count as known spells for you, while you can cast your 1st-level spells a number of times equal to you Constitution modifier. In addition, you can cast spells from your Seeleprojection as if you were in their space. (Concentration spells cast this way immediately end when your Projection is destroyed.) Once you've expended all of your uses of your spells, you cannot cast them again until you expend Hit Dice to regain HP during a Short Rest or until you finish a Long Rest.

Seelemeister's Wisdom

10th-Level Seelemeister feature 

Your training and talks with your Seeleprojection have made you wise to the ways of the world and the throes of combat. You gain proficency in Wisdom saving throws.

Improved Sync

You've gained a greater sense of balance within your soul, making your Seeleprojection's presence stronger. Your Seeleprojection is no longer destroyed automatically at the start of your next turn after you summon it, and using your Seeleprojection to teleport no longer destroys it. 

Zariath Ascension

18th-Level Seelemeister (Projection) 

Your mastery over your body and Seeleprojection have enabled you to bypass your mortal limits. As a full-round action, if you have any uses of "Summon Seeleprojection" remaining, you can fuse with your Projection, causing you to temporarily rise to a state on the precipice of godhood. You gain the following benefits for one minute:

  • You deal an additional 1d8 Force damage when making a melee attack.
  • If a weapon you're holding isn't magical, it's considered magical for the purposes of overcoming resistances.
  • You have advantage on Strength and Dexterity saving throws.
  • Your melee attacks Critical Hit on a roll of 19 or 20.

If you're ever reduced to 0 hit points while in this state, you instantly die.

 

 

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