Base Class: Ranger
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Echo Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Echo Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
|
Ranger Level |
Spell |
|---|---|
|
3rd |
Shield |
|
5th |
Misty Step |
|
9th |
Dispel Magic |
|
13th |
Locate Creature |
|
17th |
Teleportation Circle |
Echo's Prey
At 3rd level, you gain one of the following features of your choice:
Defensive Echo: As a reaction, when you are hit by a melee attack roll, you may activate this ability to add a d8 to your armor class, potentially causing the attack to miss. Your AC remains increased this way until the end of your attacker's turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
Ranged Echo: At 3rd level, as a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a ranged weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Support Echo: As a reaction, when you see an individual within 30 feet of you who fails a saving throw or misses an attack roll, you may grant them a d8 to their roll. When you reach 11th level in this class, the extra dice changes to 2d6. You can use this ability a number of times equal to your proficiency bonus per long rest.
Defensive Echo
As a reaction, when you are hit by a melee attack roll, you may activate this ability to add a d8 to your armor class, potentially causing the attack to miss. Your AC remains increased this way until the end of your attacker's turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
Ranged Echo
At 3rd level, as a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a ranged weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Support Echo
As a reaction, when you see an individual within 30 feet of you who fails a saving throw or misses an attack roll, you may grant them a d8 to their roll. When you reach 11th level in this class, the extra dice changes to 2d6. You can use this ability a number of times equal to your proficiency bonus per long rest.
Echo Assault
At 7th level, upon using an action you may hit a creature within 15 feet of you with a barrage of strikes. Roll a spell attack roll using your wisdom modifier. The damage is force and equals 1d6 + your wisdom modifier. You may make a number of attacks equal to 1 + the number of echoes you have (Maximum of 5 total attacks). You may do this ability once per long rest.
Vessel Of Echos
At 11th level, your body has become a finely-tuned vessel for your echoes. When you activate an Echo's Prey feature or the Echo Assault, one of your echoes temporarily takes partial control, manifesting physically to assist you. Choose one echo; the manifestation grants you a unique bonus based on the nature of the echo until the end of your next turn:
Warrior Echo: Gain a +2 bonus to AC.
Mage Echo: Your spell save DC and spell attack bonus each increase by 1.
Rogue Echo: Gain advantage on Dexterity (Stealth) checks and opportunity attacks against you have disadvantage.
You may change the selected echo each time you activate an Echo's Prey feature or the Echo Assault.
Mage Echo
Your spell save DC and spell attack bonus each increase by 1.
Rogue Echo
Gain advantage on Dexterity (Stealth) checks and opportunity attacks against you have disadvantage.
Warrior Echo
Gain a +2 bonus to AC.
Echo's Resonance
At 15th level, the bond between you and your echoes deepens. Whenever you or one of your manifested echoes are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Legacy Of Many
At 15th level, as an action, you can channel the full might of your echoes. For 1 minute, you and your echoes become a harmonious entity. Once per turn when you make a weapon attack, cast a spell, or are hit by an attack, an echo of your choice can simultaneously make a weapon attack, cast a cantrip, or impose disadvantage on the attacker's roll. Once you use this feature, you can't use it again until you finish a long rest.
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