Level 1 Act 0
Echoes starts off as just an egg that you can summon at any time it is pretty much useless to you as it cannot move and does not have an ability of its own
Level 5 Act 1
Echoes breaks out of its egg allowing it to finally move around and aid you it gains the ability to attach onamotopia to objects and creatures
Distracting noise
Roll a D20 (plus your spell casting or hit modifier) on a success create a loud and very distracting noise that gives you advantage on all attacks that you make against your enemy
Sound insanity
Target rolls a DC 14 wisdom save on a failed save the target takes 2d6 psychic damage per turn until they succeed the save
Believe in me
Roll a D20 (plus your spell casting or hit modifier) on a success gain advantage to all charisma checks while active
Level 10 Echoes Act 2
Burn
Roll a D20 (plus your spell casting or hit modifier) on a success light any flammable structure on fire is used on a creature deal 3d6 fire damage
Whoosh
Roll a D20 (plus your spell casting or hit modifier) on a success control the direction of the wind creatures must Roll a DC 15 strength saving throw on a failed save they are knocked prone
Impact
Roll a D20 (plus your spell casting or hit modifier) on a success deal 4d8 force damage
Confuse
Cause the target to roll a DC 14 wisdom save on a failed save target gets disadvantage to all attacks rolls
level 15 Echoes Act 3
Threefreeze
Roll a D20 (plus your spell casting or hit modifier) on a success applies a crushing force to the targets body reducing movement speed by 20 feet and dealing 6d8 force damage
Condense
Roll a D20 (plus your spell casting or hit modifier) on a success condense any object into a compact sphere if used on a creature deal 5d8 force damage
Quake
Cause anyone in a 20 foot radius to roll a DC 16 strength saving throw on a failed save take 4d8 damage and get knocked prone
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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5/4/2026 5:27:41 PM
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1
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1
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5E
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Coming Soon
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