Rogue
Base Class: Rogue

Manifest Echo

At third level, you able to summon versions of yourself from a reality once possible and now dead and discarded. As a bonus action, you are able to summon a translucent, shadowy echo into an unoccupied space you can see within 15 feet of you. It lasts until destroyed, you dismiss it as a bonus action, you manifest another echo, or until you’re incapacitated.

The Echo has an AC equal to 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction. If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

As an action or bonus action, you may make a thieves tool check from the echo’s position to pick a lock or disarm a trap, as well as take a mundane action such as opening an unlocked door or picking up an item. The echo uses your skill bonus for any check it makes. Due to its translucent nature, the echo has advantage on stealth checks while in dim light or darkness, blending in with the shadows.

Skills of Another Life

Also at third level, you are able to borrow the knowledge and skills from other timelines. When you first manifest an echo, you may gain proficiency in one skill or tool of your choice, and understanding of one language of your choice, stealing the knowledge from your other self. These last until you complete a short rest, after which, when you next summon an echo, you may choose a new proficiency and language.

Echo's Feint

At ninth level, your control over your echoes extends to combat. If your echo is within melee of a creature, you may choose to gain advantage on an attack roll, as both you and your echo attack as one. This feature may be used a number of times equal to your intelligence modifier, and recharges on a long rest.

In addition, your echo can now be within 60 feet from you without being destroyed.

Echosight

Your connection to your echo strengthens. At thirteenth level, you may now summon the echo to an unoccupied space within 30 feet you can see, and the echo can be within 1000 feet of you without being destroyed. As a bonus action, you can swap places with your echo, spending half your movement regardless of the distance between you. This counts as teleportation and does not trigger opportunity attacks.

As an action, you can transfer your perception to that of the echo's, allowing you to see through your echo’s eyes and hear through its ears, becoming deafened and blinded. This effect lasts for up to 10 minutes, and can be ended at any time (requires no action).

Echoed Self

At seventeenth level, you are able to take on the aspect of an echo yourself. As an action, you can become translucent like the echo, also gaining advantage on stealth checks when in dim light or darkness. In addition, as a bonus action, you are able to make both the echo and yourself completely transparent, becoming invisible. This bonus action may apply to you and your echo together or seperately, and you may choose whether an echo is translucent or invisible when you manifest it.

Maintaing this state requires concentration as with a spell, and lasts for a number of hours equal to your intelligence modifier (minimum of one) or until you lose concentration. Once you use this ability, you can not use it again until you have completed a long rest.

Manifest Echo

At 3rd level, you able to summon versions of yourself from a reality once possible and now dead and discarded. As a bonus action, you are able to summon a translucent, shadowy echo into an unoccupied space you can see within 15 feet of you. It lasts until destroyed, you dismiss it as a bonus action, you manifest another echo, or until you’re incapacitated.

The Echo has an AC equal to 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction. If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

As an action or bonus action, you may make a thieves tool check from the echo’s position to pick a lock or disarm a trap, as well as take a mundane action such as opening an unlocked door or picking up an item. The echo uses your skill bonus for any check it makes. Due to its translucent nature, the echo has advantage on stealth checks while in dim light or darkness, blending in with the shadows.

Skills of Another Life

Also at 3rd level, you are able to borrow the knowledge and skills from other timelines. When you first manifest an echo, you may gain proficiency in one skill or tool of your choice, and understanding of one language of your choice, stealing the knowledge from your other self. These last until you complete a short rest, after which, when you next summon an echo, you may choose a new proficiency and language.

Echo's Feint

At 9th level, your control over your echoes extends to combat. If your echo is within melee of a creature, you may choose to gain advantage on an attack roll, as both you and your echo attack as one. This feature may be used a number of times equal to your intelligence modifier, and recharges on a long rest.

In addition, your echo can now be within 60 feet from you without being destroyed.

Echosight

Your connection to your echo strengthens. At 13th level, you may now summon the echo to an unoccupied space within 30 feet you can see, and the echo can be within 1000 feet of you without being destroyed. As a bonus action, you can swap places with your echo, spending half your movement regardless of the distance between you. This counts as teleportation and does not trigger opportunity attacks.

As an action, you can transfer your perception to that of the echo's, allowing you to see through your echo’s eyes and hear through its ears, becoming deafened and blinded. This effect lasts for up to 10 minutes, and can be ended at any time (requires no action).

Echoed Self

At 17th level, you are able to take on the aspect of an echo yourself. As an action, you can become translucent like the echo, also gaining advantage on stealth checks when in dim light or darkness. In addition, as a bonus action, you are able to make both the echo and yourself completely transparent, becoming invisible. This bonus action may apply to you and your echo together or separately, and you may choose whether an echo is translucent or invisible when you manifest it.

to Maintain this state requires concentration as with a spell, and lasts for a number of hours equal to your intelligence modifier (minimum of one) or until you lose concentration. Once you use this ability, you can not use it again until you have completed a long rest.