Fighter
Base Class: Fighter

A mysterious and elusive warrior of a long-forgotten bloodline, marked with the ability to split their focus and bodies. Never truly alone and surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Restriction: Brownies Only

Only brownies can become Echo Knights. The subclass fills a particular niche within brownie society and culture.

This subclass contains features that interact with the brownie race, so lifting this restriction is not possible.

Second Self

At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is an identical copy of yourself that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

The echo can speak, read, and understand all languages that you do. Summoning an echo cuts your hit point maximum in half, rounded down. Your echo has an amount of hit points equal to half the amount of hit points you have after summoning it. It has your AC, saving throw bonuses, size, and it occupies its space. On your turn, you can mentally command the echo to move up to your speed in any direction (no action required). If your echo is ever more than 60 feet from you at the end of your turn, it is destroyed. When you echo ends, your hit point maximum returns to normal and you gain a number of hit points equal to the number of hit points that your echo had upon ending.

  • When you make an attack on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • The echo can make opportunity attacks as if you were in the echo's space, and the echo has its own reaction.
  • You can use one of your attacks on your turn to make the echo dodge, disengage, or hide.

You can make an echo a number of times equal to your proficiency bonus, with uses resetting after a long rest.

Second Chance

Also at 3rd level, your echo can sacrifice itself in your stead. If you are reduced to 0 hit points while your echo is alive, you and the echo instantly swap places and current hit points and the echo dies in your stead. If both you and your echo are caught in the same damaging area effect, the echo takes no damage. Additionally, you can make an additional attack on your turn if the echo delivers it.

Semblance

Starting at 7th level, you and your echo are entirely indistinguishable. Your echo gains your Quickstep, Prehensile Tail, and Slippery Bastard traits. You must use one of your attacks on your turn to have your echo use Quickstep.

Brownie Grit

Starting at 10th level, you and your Echo become hardier when separate. Once per short  rest, when you create an echo, both you and the echo gain a number of temporary hit points equal to your level.

Repurpose Echo

By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking 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.

Rat Pack

At 18th level, you can use a bonus action to create two echoes with your Second Self feature, and your hp and hp maximum is divided between the three of you. You and both echoes then gain 10 temporary hit points, which can stack with the temporary hit points granted by Brownie Grit. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

Additionally, your Quickstep's range is increased to 30 feet.

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