Ranger
Base Class: Ranger

The Role

Echo Hunters are the Keeper’s Sect’s covert blades—trackers who pursue rogue Echoes (player-characters gone astray) and burn out any corruption that bleeds between planes. Where Horizon Walkers patrol the edges of reality, Echo Hunters slip straight through them, hunting threats inside Aurora’s own reflection: the Plane of Echoes.

Origins & Lore

Long ago, the Keepers first peered into Aurora’s echoing heart and saw infinite versions of every Higher Soul. Most drift harmlessly, but a few fracture, mutate, and claw their way back into the living story. To police this multiversal back-door, the Keepers forged an order of rangers who could call upon their own alternate selves for aid. Echo Hunters keep no fortresses; instead they leave sigil-marked “mirror trails” across the districts. When an anomaly surfaces—an outsider godling, a corrupted shard of reality, or an Echo who’s snapped their tether—the order assembles, stepping sideways through reflections to strike before the wound widens.

Level 3: 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.

Echo Hunter Spells
Ranger Level Spells
3rd Shield
5th Misty Step
9th Dispel Magic
13th Locate Creature
17th Teleportation Circle

Level 3: 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 roll a d8 and add the result 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.

Level 7: Echo Assault

At 7th level, you can use an action to 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.

Level 11: Vessel of Echoes

At 11th level, your body has become a finely-tuned vessel for your echoes. When you activate your Echo's Prey or Echo Assault features, 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:

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.

You may change the selected echo each time you activate your Echo's Prey or Echo Assault features.

Level 15: 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.

Level 15: 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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