A little sustain and RnG for the Echo Knight
On the first attack from your echo each round you may add an extra 1d6 of force damage.
- Regain Health Points equal to that 1d6.
Vampiric Sacrifice:
- Sacrifice your Echo to regain 15 Health Points. This may be done 1 + proficiency per long rest.
Echos of a distant Super Nova:
- Your echo explodes dealing 3d6 force damage in a 15 foot radius.
--Regain Health Points equal all damage.
----- Echo Fatigue: After a super nova roll on the chart below:
1d6:
1: Take Vampiric Damage instead
2: Instead of Healing take Vampiric damage and gain a temporary shield equal to damage taken
3: Take one point of exhaustion
4: Lose Ability to Summon Echo for rest of day.
5: Lose ability to Summon Echo until end of next turn
6: Nothing Happens
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