Base Class: Barbarian
Rage fueled Echoes will expand out of you once you follow this Barbarian path. You gain the ability to summon Echoes of timelines lost to the annals of continuance. These echoes can aid or attack with you.
Echoing Rage
At 3rd level, when you enter a rage you 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. While raging you may call forth an echo as a bonus action.
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.
At level 10, your Echoing Rage can call forth two echoes at once. They each move independently of each other. Anything you can do from one echo’s position can be done from the other’s instead. If one or both are destroyed you can, as a bonus action, create replacements on your turn as long as you are still raging. If you try to create a third echo, the previous two echoes are destroyed
Temporal Shift
At 6th level, your connection to the timeline has become more untethered. Whenever you are hit by an attack, you may use your reaction to swap places with an echo (provided there is one on the battlefield). The echo will take the attack instead of you.
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.
Tuning Fate
At 10th level, your understanding of the branching timelines allows you to bend time to your will, ever so slightly. You are able to cast Fortune's Favor as a ritual without material components.
After you cast this spell in this way, you can’t use this feature again until you finish a short or long rest.
Echo Burst
At 14th level, your echoes contain the tumultuous chronology energy. Whenever an echo is destroyed they explode. Any creatures within 5 feet must make a Dexterity save (DC is 8 + proficiency bonus + Constitution modifier) or take 2d6 force damage on a failed save or half as much damage on a successful save.
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