Sorcerer
Base Class: Sorcerer

Echo Mages are sorcerers who have learned to fracture their own magical essence, projecting a ghostly duplicate that acts as both shield and spellcasting conduit. Through this uncanny existence, they become a singular force that can be everywhere at once.

Level 3: Invoke Echo

As a bonus action, you magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, 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 have the Incapacitated condition.

Your echo has an AC of 12 + 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. If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

Senses. You have access to your echo’s vision and hearing.

Movement. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required).

Casting Spells. When you cast a spell, you can have it originate from your echo’s space.

Swap. As a bonus action, you can magically swap places with your echo.

Level 6: Inhabit Echo

As an action, you can temporarily transfer your consciousness to your echo. During this time, you see and hear through your echo’s senses and your original body has the Blinded and Deafened conditions. You can sustain this effect for up to 10 minutes and you can end it at any time (no action required). While your echo is being used in this way, it can be up to 1000 feet away from you without being destroyed. You cannot attack or cast spells during this time.

Level 6: Echo Mastery

You’ve deepened your understanding of your echo, granting you the following benefits.

Unleash Power. Immediately after you cast a spell of level 1+ from your original space, you can spend 1 sorcery point to cast a cantrip from your echo’s space.

Martyr’s Swap. You can now use the Swap option of your Invoke Echo feature as a reaction when you are targeted by an attack roll, but before the roll is made. You swap and your echo becomes the new target.

Reclaim Power. Whenever your echo is destroyed by taking damage, a part of its magic returns to you. You can choose to gain a number of temporary hit points equal to your sorcerer level + your Charisma modifier (minimum 1 temporary hit point). You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain one expended use after a short rest and all expended uses after a long rest.

Level 14: Army of One

Your Invoke Echo feature can now manifest two echoes instead of one, and these echoes can co-exist. If you try to create a third echo, the previous two are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.

Additionally, whenever you use your Unleash Power feature, you can cast two cantrips, one from each of your echoes’ spaces.

Level 18: Mind Palace

Whenever you cast a spell originating from your echo’s space and that spell requires concentration, you can spend 6 sorcery points to delegate the concentration to that echo. This allows you to concentrate on multiple spells at once.

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