Base Class: Fighter
The Echotouched are warrior-monks who, through little more than cosmic coincidence, exist in all universes of the multiverse. They can bring vestiges of themselves, called Echoes, from other universes to their own, both to aid them in combat and speak to them and gain further spiritual understanding. Echotouched are very rare-- only one in every five billion beings in existence are Echotouched.
The Space Between Spaces
When you choose this subclass at third level, you gain the ability to summon an Echo. There are two kinds of Echoes: Combat and Spirit.
As a bonus action, you can summon a Combat Echo into an empty space that you can see within 30 feet. This takes the form of a misty grey outline, equipped with your currently equipped weapon. The Echo shares all your stats, but it has only one hit point. When you make an attack on your turn, you may choose to have your Echo make the attack instead. Alternatively, it can attack at the same time as you, up to a number of times equal to your Constitution modifier per short or long rest. If your Echo finishes your turn outside of 30 feet of you, or if you are incapacitated, it disappears. You may use this ability up to a number of times per short or long rest.
Outside of combat, you can spend one minute of meditation summoning a Spirit Echo. The Spirit Echo is incorporeal, and cannot see or interact with anyone or anything but you. It takes the form that it has in its own universe, and retains all its known information. The Echo lasts for ten minutes, or until you or it choose to return it to its own universe. You can choose to summon a specific Echo, or one with a specific set of skills, by passing a DC 15 Wisdom (Insight) check.
Calm At Storm's Center
At seventh level, you have learned to take advantage of the inherent chaos of multiversal beings. When you summon your Echo, you may choose to unleash a burst of chaotic energy in a ten foot radius around it. Each creature inside the affected area must make a DC 15 Dexterity saving throw, taking 2d6 force damage on a failure and being pushed 10 feet back, away from the Echo. If this push would cause a creature to impact a wall, barrier, or other terrain, they will take an additional 2d6 force damage. The GM will roll 1d6. On a 4+, the barrier or terrain will break, have a hole blown in it, or collapse as appropriate.
Chaos Shield
At tenth level, you have mastered fine control of your Echo. You may, as a reaction, cause your Echo to take a hit for any friendly creature within ten feet of it. The creature that made the attack must make a DC 15 Wisdom saving throw. On a failure, it must roll the damage it would have rolled against the intended target, and deal that damage to itself.
Of Many, One
By fifteenth level, you have spent enough time with your companions that their own multiversal energy has bled into your own. When you summon your Combat Echo, you may choose to instead summon an Echo of one of your companions. It will take their stats, and will be equipped with their own weapon. It follows all the rules and has all the abilities of your own Echo.
All Existence
By eighteenth level, you are a paragon of chaotic multiversal energy. You can summon two Echoes at a time, of either yourself, a companion, or both. Once per day, when you take the attack action, both Echoes on the field can take the attack action simultaneously with you.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/13/2022 1:03:09 PM
|
7
|
2
|
1
|
Coming Soon
|