Following to the name of their genre, Lament maestros bring forth a truly ghastly melody, sending a chill running along the spines of whoever should find themselves against them.
Specter of the Symphony
Beginning when you select this subclass at 3rd level, the ghost of your symphony can manifest in the form of a spectral double. When you begin your symphony you may summon the spectral double within 30 feet of you. The double is a ghostly translucent image of you, that lasts until the symphony ends.
Your double has the same AC as you and if it has to make a saving throw it uses your saving throw bonus for the roll. If it would take damage or recover hit points, you instead take that damage or recover those hit points. It shares your senses. It is the same size as you, and it occupies its space, though other creatures may pass through it. On your turn you can command your double to move up to 30 feet in any direction (no action required). If your double is ever more than 60 feet from you at the end of your turn, it dissipates.
At the start of your turn you may choose whether your symphony emanates from you or from your double. Whenever you would cast a technique with the range of touch, you may have it originate from the double. You must still concentrate on any concentration techniques used through the double.
In addition, you learn the Ghastly Dirge Maestro Movement.
Ghastly Dirge
When you or a friendly creature within your symphony scores a critical hit against a creature, that creature gains 2 ranks of fear the end of their next turn.
Ghostly Techniques
Starting at 3rd level, you gain the Necrotic affinity, and you learn additional techniques when you reach certain levels in this class, as shown on the Ghostly Techniques table. Each of these techniques do not count against the number of maestro techniques you know.
To cast these techniques, your spectral double must be summoned, in addition, the techniques can and must originate from the double.
Beat - Phantom Swap
At 3rd level, you can invoke some of your spectral music to allow two of your allies to reposition. As a bonus action you may spend 1 beat point to allow two allies within 30 feet of you who can see or hear you and within 15 feet of one another to magically swap places with one another
Haunting Duet
At 6th level, your double can weave ectoplasm in tune with your instrument to form a deadly duet. When you cast a blues technique targeting a single creature as an action while your symphony is active and your double is summoned, you may cast the blues technique again originating from your double as a part of the same action, though you may not target the same creature.
Accelerando - Spirit Step
By 10th level, your music allows your allies to temporarily float through the air like ghosts. You and allies who can see and hear you within 30 feet of you gain a flying speed equal to their movement speed until the end of their turn when rolling initiative, in addition, if they are still in the air at the end of their turn they float down to the ground harmlessly.
Deathless Symphony
At 14th level, your symphony allows you to play beyond your mortal limits. When you would be reduced to 0 hit points while your double is summoned, you may choose to dismiss your double and instead be reduced to 1 hit point, turning into a musical wraith and gaining the following benefits until your symphony ends:
You gain temporary hit points equal to twice your maestro level + Charisma mod, these temporary hit points last until your symphony ends.
You gain Haki infused resistance against bludgeoning, piercing, and slashing damage.
You may cast the techniques granted by your Ghostly Techniques feature without your double being summoned
You gain a flying speed equal to your movement speed + 10.
You may move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside of a creature or object and are shunted to the nearest open space.
Once you use this feature, you can’t use it again until you finish a long rest.