Base Class: Fighter
Born from the ECHO Project led by members of the Cerberus Assembly, the Artificial Echo Knight has bastardized the art of using Dunamis to summon the fading shades of unrealized timelines by artificially connecting its host to Dunamis themselves. Surrounded by glitches in reality resembling echoes, they saunter into the fray intending to strike with no mercy.
Note: This is a variation of the EGTW: Echo Knight. Certain features may be switched in and kept to be suited for your character's needs. This subclass caters to a destructive and physical take on the Echo Knight class. You can repurpose the origins of how your character became an Artificial Echo Knight whether it is through the Assembly or by other means.
Manifest Echo
3rd-level Echo Knight feature
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray 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’re incapacitated.
Your echo has AC 14 + 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. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
- As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.
Unleash Incarnation
3rd-level Echo Knight feature
You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Lingering Devastation
7th-level Echo Knight feature
At 7th level, when magically swapping locations with your echo, you can invoke your artificial potentiality to spawn a line of violent spatial distortion from your position to the echo's position as you switch. Creatures of your choice within this instantly take magical force damage equal to fighter + 5.
Once you use this feature, you cannot use it again until you finish a short rest or a long rest.
This alternate feature replaces Echo Avatar at 7th level.
Shadow Horizon
10th-level Echo Knight feature
At 10th level, you can sacrifice your echo to cause a potentiality-charged implosion. As an action, you can detonate your echo. Your echo is destroyed and you immediately take force damage equal to your Fighter level. Then, each creature of your choice within 30 ft. must make a Constitution saving throw with a DC equal to your echo’s AC. A target takes force damage equal to twice your Fighter level on a failed save, or half as much on a successful one.
Additionally, you may swap the positions of any creatures that failed this saving throw.
Once you use this feature, you can’t use it again until you finish a long rest. You cannot use Manifest Echo after Shadow Horizon within the same turn.
This alternate feature replaces Shadow Martyr at 10th level.
Abberation's Emergence
15th-level Echo Knight feature
Your echo has gained the ability to physically interact with the world. At the start of your turn, you may choose to free your echo until the end of your turn. While freed, your echo cannot attack, but you can instead command it to use one of the following actions: Grapple, Help, Improvise, Search, Shove, and Use an Object. You can end this effect at the start or end of any of your turns
This alternate feature replaces Reclaim Potential at 15th level.
Legion of One
18th-level Echo Knight feature
You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/28/2021 2:19:30 PM
|
28
|
6
|
1
|
Coming Soon
|
|
|
10/28/2021 2:24:30 PM
|
9
|
2
|
--
|
Coming Soon
|
|
|
10/28/2021 2:41:22 PM
|
6
|
2
|
--
|
Coming Soon
|
|
|
11/12/2021 4:38:09 PM
|
22
|
3
|
--
|
Coming Soon
|
|
|
11/12/2021 5:00:37 PM
|
23
|
1
|
--
|
Coming Soon
|
|
|
12/7/2021 5:21:10 PM
|
67
|
23
|
--
|
Coming Soon
|







Comments