Fighter
Base Class: Fighter

A knight with a soul fused with another within the abyss as a freak accident. you are now permanently fused together, your thoughts and memories becoming one and your personalities becoming intwined. This is a grave and incurable condition, even by the strongest of wizards as you two are no longer seperate souls, you are one. While this is a harmful and painful condition, it has some upsides. You are capable of summoning the spectral soul of your soulbound roommate as an echo in man forms, and invoking several skills tied to the abyss.

Abyssal Cantrips

you gain 3 abyssal cantrips, you can use one of them per turn as an attack action if you have already taken the attack action and have the extra attack feature. you may only use these once per turn in this way.

1. Abyssal Ray: Imbue your blade with abyssal energy and slash it violently, unleashing a ray of abyssal void energy (force damage) that can hit enemies up to 60 feet away. deals 1d10 damage. can only be used as an attack action once per turn.

2. Abyssal Slash: Imbue your blade with abyssal energy for a single melee attack. deals 2d8+con modifier damage. can only be used as an attack action once per turn.

Abyssal Ray gains an additional 1d10 at level 5, 11, and 17. whereas Abyssal slash gains another 2d8 at the same intervals.

3. Sword of the Abyss: Imbue your blade with abyssal void energy, converting its damage to force and gaining your constitution bonus instead of strength to attacks. If you use this before you summon your echo(es) they also get this infusion. lasts for 1 hour. after reaching level 11 this also makes attacks deal an additional 1d4 damage.

Manifest Echo

you can use a bonus action to magically manifest an echo of your soul roommate in an unoccupied space you can see within 15 feet of you. This echo is a magical and translucent image of you that lasts until it is destroyed, dismissed, you manifest another echo, or until you're incapacitated. (summoned with a bonus action)

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.

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. the echo can take unlimited reactions.

Additionally your echo can take any form as big or smaller than you, however it cannot become smaller than a bird. If you make it take wolven form you can mount it to double your movement speed but it can only attack with unarmed attacks if you wish to attack from its location instead of using your weapon, same with any non humanoid form that cannot wield your weapon. You cannot change its shape unless you consume a bonus action (you can summon it outside of combat for roleplay purposes, but you have to consume your bonus action to keep them by your side once combat starts

Lastly, your echo uses your equipped items when in humanoid form, including your armor (no stat bonuses are transferred from the armor, but they look like you) and your items in hand. INCLUDING A SHIELD, which yes does give them the AC bonus from the shield.

Unleash Incarnation

At level 3, 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.

(you replenish 1 charge on a short rest)

Echo Avatar

Starting at level 7, 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 minutes, 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 1,000 feet away from you without being destroyed.

if you use your action and bonus action at once you can summon your echo up to 250 feet away from you in any open unoccupied space regardless of whether you can see it or not.

caviot is that this takes an action, an action where you cannot attack as your echo, so if its destroyed CONGRATS DINGUS you just wasted your turn.

you can attack like this. yes its broken. (you can attack from your echo's location, making this the best skill in the game. you can literally disengage and flee combat, then attack and use your turn from 1000 feet away.)

(does not work with both clones at once with the "Legion of One" feature gained at level 18, you may swap between their perspectives once per turn as a bonus action however)

Shadow Martyr

Starting at level 10, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack hits, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature if you can see them. The attack roll that triggered the reaction is instead made against your echo.

you have uses of this feature equal to your constitution modifier and regain all charges upon a short or long rest.

Reclaim Potential

By level 15, 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, these can stack. If you are below maxiumum health upon this activating you are healed rather than gaining 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. does not use the same charges as unleash incarnation

We Are Legion

At level 18, you can use a bonus action to create an additional echo with your Manifest Echo skill, and these echoes can co-exist. 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.

In addition, when you roll initiative and have less than maximum uses of your Unleash Incarnation power left, you regain one use.

Lastly all charge based skills such as "Unleash Incarnation", "Shadow Martyr", and "Reclaim Potential" gain double their current charges, or your Constitution modifier x2.

when you have your consciousness transferred to an echo using the "echo avatar" feature, you may not control both at once but you start your turn where your consciousness ended and you may use a bonus action to swap between your chosen echo and the other.

lastly, you can use both outside of combat in many forms (see manifest echo) for roleplay purposes, but once combat is ignited you can use a bonus action to keep one in the fray, but the other turns turns intangible until you can summon it again with a bonus action on your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
6/5/2024 7:10:21 AM
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1
1
Coming Soon
8/19/2024 10:24:49 PM
46
12
2
Coming Soon
Improved Echo Knight Image

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