Base Class: Wizard
Wizards of the School of Echoes know that every spell leaves ripples in the Weave. Where most wizards allow those ripples to pass with the moment, wizards of the School of Echoes are able to use them and even call them back.
Level 2: Echo Magic
Starting at 2nd level, you gain proficiency in Arcana, if you are already proficient, you may choose another wizard skill to become proficient in. Additionally, when you cast spells of 1st level or higher, you can create an Echo of that spell. Your Echoes last until the end of your next turn. Once before the Echo vanishes, you may use an action to cause the Echo to repeat a portion of the original spell without expending an additional spell slot. Echoes spells have the following limitations:
- Echoed spells deal half damage if it deals damage
- Echoed spells restore half as many hit points if it restores hit points
- If the original spell requires a saving throw, creatures have advantage on the saving throw
- If the original spell requires an attack roll, you make the Echoed Spell attack at disadvantage
- Echoed spells cannot trigger another Echo
You can use Echo Magic a number of times equal to your Intelligence Modifier and regain all uses when you finish a long rest.
Level 2: Echo Duplicate
Starting at 2nd level, when you cast a spell and create an Echo, as a bonus action you can choose to instead leave behind an illusory duplicate in an unoccupied space next to you until the beginning of your next turn. The duplicate can't act or interact with objects. The next attack roll against you has disadvantage before the duplicate vanishes. The creature does not have disadvantage if it can see through illusions or uses senses other than sight to perceive things. You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 6: Repeating Spell
When you gain this feature at 6th level, whenever you cast a spell of 1st level or higher that deals damage, you can designate one creature affected by the spell to undergo an echoed effect of the spell at the start of your next turn. Damage dealt by the echo is half the number of dice typically rolled by the spell halved, rounded down. You can use Repeating Spell a number of times equal to your Intelligence modifier and regain all uses after a long rest.
Level 10: Echo Step
Once you reach 10th level, when you cast a spell of 1st level or higher, you can teleport up to 30 feet to a space you occupied earlier during the same turn. Additionally, attacks against you have disadvantage until the start of your next turn if you teleported at least 10 feet using this feature. You can use Echo Step a number of times equal to your proficiency modifier per long rest.
Level 14: Perfect Echo
Starting at 14th level, when you cast a spell of 1st level or higher, you may create a Perfect Echo of it. At the beginning of your next turn, the spell repeats. The repeated spell:
- Uses the same target or area of effect
- Uses the same spell attack bonus
- Forces a new saving throw
- Deals damage as if cast normally if it deals damage
- Restores full hit points as if cast normally if it restores hit points
- Applies the spell's effects as if cast normally
- Does not consume another spell slot
Furthermore, instead of creating a Perfect Echo of your own magic, when a creature you can see within 30 feet of you uses an ability that isn't a spell and that ability deals damage, you can spend a reaction to create an Echo of that ability. At the beginning of your next turn, the ability repeats against the original creature. Perfect Echo cannot replicate spells of 7th level or higher. You can use this feature once per short or long rest.
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