Fighter
Base Class: Fighter

Yeah have a gift to channel magic in a way to create spectral weapons.

Spectral Weapons

Beginning when you choose this archetype at 3rd level, choose two weapons you are proficient with. They must be a melee weapon or have the thrown property. As a free action, you can create a spectral version of that weapon. You can use a free action to alter the weapon's form into the other weapon you know. The weapon remains in existence as long as it is within 100ft of you or until you dismiss it as a free action. The weapon has the same properties as a normal version of that weapon. You cannot be harmed by your own spectral weapons. If a creature attempts to pick up your spectral weapon it vanishes. You can only have one spectral weapon created at a time. If you create a weapon while you already have one created, the previous weapon vanishes. If you have already used a free action to create or alter a spectral weapon, you must use a bonus action if you wish to create or alter a weapon in the same turn.

Advanced Spectral Weapons

Starting at 7th level, your spectral weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can create two spectral weapons at a time instead of one. You can also create any melee or thrown weapon you are proficient with.

Potent Weapons

At 10th level, your mastery over the creation of spectral weapons allows you to create more powerful weapons. The first attack you make on your turn with a spectral weapon deals an extra 1d6 psychic damage.

Master of Spectral Manipulation

Starting at 15th level, you have learned to use your spectral manipulation in ways other than creating weapons. You can choose to use one of the following abilities if you have not created or altered a spectral weapon this turn:

- Spectral Wings: as a bonus action you can create a pair of spectral wings which grant you a flying speed equal to your walking speed. They last up to one minute. Any spectral weapons in existence remain; although, you cannot create or alter any spectral weapons for the duration. You must maintain concentration as with a concentration spell or the spectral wings vanish. If the wings vanish while you are aloft, you fall and must take fall damage as normal.

- Spectral Wave: as an action you can create a wave of spectral energy which explodes from you in all directions. Any creature within 10 feet of you must succeed a dexterity saving throw equal to 10 + your wisdom modifier + your proficiency bonus or take 3d8 psychic damage or half as much on a successful save.

- Spectral Shield: as a reaction you can create a shield between an attacker and you or one of your allies. The shield lasts until the start of your next turn and grants the one being shielded a bonus to their AC equal to your wisdom modifier.

You can't use this ability again until you finish a short or long rest.

Quick Attacker

At 18th level, you can have become very quick with your spectral weapon attacks. You can now make an extra attack with a spectral weapon as a bonus action granted that you have already hit with at least one spectral weapon attack this turn and that you have not created or altered any spectral weapons this turn. If you have not yet used this trait this round, you can use it during an opportunity attack to make two attacks instead of one.

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