Base Class: Bard
The College of Echoes is a bardic tradition found in the Dragonlance campaign setting, emphasizing the power of sound, illusion, and psychological influence. Bards of this college are masters of manipulating the battlefield through their voices and instruments, sowing confusion and despair among their enemies and bolstering the resolve of their allies. Unlike other bardic colleges, those who follow the College of Echoes are restricted from using traditional healing magic, focusing instead on a unique blend of offensive and supportive abilities.
Restrictions
Due to the nature of your training and the tradition of the College of Echoes, you are barred from learning or casting cure wounds or mass cure wounds spells. Instead, you focus your magical abilities on manipulating sound and controlling the battlefield through other means.
Bonus Proficiencies
When you join the College of Echoes at 3rd level, you gain proficiency with two of the following: Arcana, History, or Stealth. Additionally, you learn the thaumaturgy cantrip, which does not count against your number of cantrips known.
Arcana and History
You gain proficiency in Arcana and History.
Arcana and Stealth
You gain proficiency in Arcana and Stealth.
History and Stealth
You gain proficiency in History and Stealth.
Echoing Voices
Starting at 3rd level, you can use your voice to create auditory illusions that distract and disorient your enemies. As an action, you can expend one use of your Bardic Inspiration to choose a creature within 60 feet that can hear you. The target must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls and saving throws until the end of its next turn.
Resonant Strikes
At 6th level, your attacks resonate with sonic energy, causing disruptive vibrations. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal additional thunder damage equal to the number you roll on the Bardic Inspiration die. The target and each creature within 5 feet of it must make a Constitution saving throw against your spell save DC or be deafened until the end of your next turn.
Phantom Chorus
Starting at 14th level, you can create haunting echoes of your presence to protect and inspire your allies. As an action, you can create up to three illusory duplicates of yourself. These duplicates move and make noise, mimicking your actions. For the duration, you can use a bonus action on each of your turns to move the duplicates up to 30 feet to a space you can see. Each duplicate lasts for 1 minute or until it is dispelled.
- When a creature attacks you, roll a d20 to determine whether the attack targets you or one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
- A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed.
- A creature is unaffected by this feature if it can't see, if it relies on senses other than sight (such as blindsight), or if it can perceive illusions as false, as with truesight.
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