Fighter
Base Class: Fighter

You bond with an incorporeal Entity, this Spectral/Magical/Fey/Fiend/Celestial Entity can fight and adventure alongside you.

Spellcasting

Your connection to the Entity allows you access to Cleric magic as a half-caster.

Spirit bond

You bond with an Entity, during combat using a bonus action to issue them instructions through a mental link.
This Entity acts as a Spiritual Weapon, but uses your Strength or Dexterity modifier for attack rolls and damage.
You can give this entity a weapon, which it attunes to over a short rest.
This weapon can be any that you are proficient with, if it has the Ammunition property then it creates spectral (piercing) Ammunition, if it has the Thrown property then after throwing the weapon it must retrieve it before attacking again.

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Manoeuvres. You learn one manoeuvres of your choice. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn one additional manoeuvres of your choice at 7th, 10th, and 15th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.

Superiority Dice. You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:

Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

A Helping Hand

At 7th level, the Entity can function as if you had cast the mage hand cantrip, the entity remains invisible and can follow your instructions as long as it remains within 60ft of you.

As a bonus action, your Entity can try to shove one creature you can see within 60 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your Athletics skill) or be moved 5 feet toward or away from them. A creature can willingly fail this save.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature. If the Entity is compatible with it then they can utilise this Fighting Style too.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spectral Waltz

Starting at level 15, your connection with the Entity is flawless, when the Entity is flanking an enemy you gain Advantage on your attacks.

Spectral Guardian

At 18th level, the Entity can make 2 attacks during your bonus action.
They also gain a fly speed of 60ft, which, using half your own move speed, you can utilise by holding their weapon.

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