Base Class: Fighter
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using the fading shades manifesting from primal negative emotions. A dark, translucent copy of themself takes shape. A force of chaotic energy to summon and aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Unleash Incarnation
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at level 18, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Echo Avatar
Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 total minutes per long rest, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 500 feet away from you without being destroyed. Your echo has gained the ability to physically interact with the world and act as a creature. Grapple, Help, Improvise, Search, Shove, and Use an Object, etc.
Manifest Echo
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 a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 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 (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
- As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- Starting at 10th level, you may swap the positions of any creature that fails a Constitution saving throw with a DC equal to your echo’s AC. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- When you take the Attack action 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.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Lingering Devastation
At 7th level, when magically swapping locations with your echo, you can invoke your artificial potentiality to spawn a line of violent spatial distortion from your position to the echo's position as you switch. Creatures within this instantly take magical force damage equal to your Fighter level + 5.
You can use this ability once per echo formed.
Shadow Martyr
Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.
Shadow Implosion
At 10th level, you can sacrifice your echo to cause a potentiality-charged implosion. As an action, you can detonate your echo. Your echo is destroyed and each creature within 30 ft. must make a Constitution saving throw with a DC equal to your echo’s AC. A target takes force damage equal to twice your Fighter level on a failed save, or half as much on a successful one.
Once you use this feature, you can’t use it again until you finish a long rest.
Reclaim Potential
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.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Legion of One
You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. 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.
Healing Surge
As and action or bonus action, spend up to half of your hit dice to heal plus your constitution modifier per use, not die. Can roll again after rolled once but do not add constitution modifier.
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