Doppelgänger
Spellcast Trait: FinesseThey can’t hit what isn’t real.
Decoy: Mark a Stress to create a copy of yourself that looks and sounds identical. You take control of your Decoy while your original body remains still. You see through your copy and can interact with physical objects but you cannot attack. Your Decoy is dismissed when you choose, when it or you takes damage, or at the end of an hour.
Shadow Clones: Make a spell cast roll (15) once per long rest on a success, mark a Stress to create two identical Clones within Melee range. They act with you, interweaving with your movement. Adversaries attack you with disadvantage.
If you were to mark 1 or more Hit Points, you can sacrifice a Clone to reduce the Hit Points loss to 0 but the GM gains a Fear.
Clone Swap: You create one more Clone with the Shadow Clone feature. You can choose to disburse your Clones on your turn, once disbursed you are considered to be any of your Clones and adversaries don't roll with disadvantage against you.
Each Clones movement is up to Very Close range. On your turn you take your action from any Clone, and you can spend 2 Hope to make a weapon attack from a different Clone.