You tear through the fabric of space in a burst of dark energy, leaving behind a Shade Echo — a silent, shadowy copy of yourself — at your original position. When you cast this spell, you instantly dash up to 30 feet in any direction as part of the casting — this movement does not provoke opportunity attacks. Until the start of your next turn, you gain +2 to your AC as the void energy destabilizes your presence in the material plane, making you harder to pin down.
When you cast this spell, roll 6d12 + your spellcasting modifier. The result is your tether range in feet for this casting.
You may then move freely on your turn as normal. The Shade Echo remains anchored at the casting location, connected to you by an invisible tether of void energy.
Tether Snap. If at any point you are further than your tether range from the Shade Echo, the connection between you and the echo breaks — the echo dissolves and the spell ends immediately with no effect.
Shade Echo. While within tether range, you may use a bonus action on any of your subsequent turns to shatter the echo and instantly teleport back to its location in a burst of dark void energy. Creatures within 5 feet of the echo's location must succeed on a Constitution saving throw against your spell save DC or become frightened of you until the end of their next turn.
If you have not activated the echo within 3 rounds of casting, you are automatically pulled back to the echo's location at the start of your turn, triggering the frightened effect as normal.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may bring one willing creature within 5 feet of you back to the echo's location alongside you on the return teleport. When cast using a spell slot of 5th level or higher, the tether range roll increases to 8d12 + your spellcasting modifier
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