Fighter
Base Class: Fighter

You through fierce training  and hard ship can now summon your spirit also known as a stand.

Manifest Stand

You can use a bonus action to summon your stand in an unoccupied space you can see within 15 feet. of you. Your stand is a magical, translucent, image of your spirit that  lasts until you drop to 0 hp, you dismiss it as a bonus action, you summon it in another space, or until you’re incapacitated.

Your stand has AC 14 + your proficiency bonus, shares your hp, 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 stand to move up to 30 feet in any direction (no action required). If your stand is ever more than 30 ft. from you at the end of your turn, it is dismissed.

You can use your stand in the following ways:

- You can mentally command your stand to move up to 30 ft. in any direction (no action required)
- As a bonus action you can teleport, magically swapping places with your stand at a cost of 15 ft. of your movement, regardless of the distance between the two of you.
- When you take the Attack action, any attack you make can originate from your or the stands space. You make this choice with each attack.
- When a creature you can see within 5 ft. of your stand moves at least 5 ft. away from it, you can use your reaction to make an opportunity attack as if you were in your stand's space.

Unleash power

You can heighten your stand's fury. Whenever you take the Attack action, you can make one additional melee attack from the stand’s position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Stand Avatar

You can temporarily transfer your consciousness to your stand. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your stand is being used in this way, it can be up to 1,000 feet away from you without being dismissed.

Stand heroism

You can make your stand throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport your stand to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your stand.

Once you used this feature twice, you can’t use it again until you finish a short or long rest.

Endless Potential

You’ve learned the defensive capability of your stand. When your stand takes damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

signature ability

pick any one 5th level spell your using its casting time you or your stand can cast it, if it has a range greater then self only your stand can cast it. constitution is your spell casting ability for this spell.

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