You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain any expended uses when you finish a short or long rest.

On your turn, you can use a bonus action to enshroud yourself in arcane energy, granting you the physical prowess of ancient heroes. Your Hero's Veil lasts for 1 minute, but it ends early if you are incapacitated, or if you dismiss it as a bonus action. While your Hero's Veil is active, you gain the following benefits:

Scrivener's Aide

You have begun to cultivate a mental bond with a weapon of your choice. Choose one non-magical weapon that you are proficient with, and over the course of an 8-hour ritual, you can inscribe into it the stories of an ancient hero. Your weapon becomes sentient as it takes on the fragile echo of the hero's personality from your tales. It gains hearing and normal vision out to a range of 30 feet, and it can communicate with you telepathically from a distance of up to 1 mile.

While you are within 1 mile of your scrivener's aide, you can use an action to see and hear through its senses until the start of your next turn, gaining the benefits of any special senses it has. You are deaf and blind with regard to your own senses during this time, but you can still communicate with your aide telepathically.

Additionally, you have become attuned to the unique thought signature of your aide. So long as you are both on the same plane of existence, you have a vague awareness of its general direction and distance from you.

The telepathic link you have with your aide is severed if you die, but the weapon retains what intelligence and personality you have inscribed into it. It chooses whether or not it will allow itself to be wielded by anyone aside from you after your death, and should you die and be revived, you can re-establish the link with your aide by performing the ritual again.

Scrivener's Aide Ability Scores Your aide has ability scores for Charisma, Intelligence, and Wisdom, which you can assign using an array of 12, 10 and 8 (Optionally, you can roll 4d4 for each statistic). Whenever you gain an Ability Score Improvement from leveling up in this class, you can increase one of your aide’s ability scores by 2, to a maximum of 20. Each ability score affects a different aspect of your weapon’s abilities.

Charisma Your aide has the ability to communicate with any creature who holds it, but it can speak with you by utilizing the mental link the two of you share. Initially, your aide will only be able to communicate by transmitting emotions or simple feelings, but as its charisma grows, it will become able to communicate in more complicated ways. Your aide will develop its own unique voice at a charisma score of 12, and at a charisma score of 14 it will become able to project its voice out to a range of 30-feet, allowing any creature within that range to hear it. For each 2 points of charisma it gains above 14, the maximum distance your aide can project its voice is increased by 10-feet.

Intelligence Your aide is intelligent, and it understands one language from the list of languages that you know. For each 2 points of intelligence it gains above 10, your aide learns an additional language of your choice. If your aide gains an intelligence score of 14, it learns how to create written ciphers. Creatures other than you are unable to decipher your aide's code unless you teach it to them, they succeed on an Intelligence check (DC equal to your aide's Intelligence score + your proficiency bonus), or they use magic to decipher it.