Base Class: Rogue
In the realms of Aurora, echoes of the past resonate through the veil of reality, lingering on in the form of ethereal spirits. As an Echo Thief, you have learned to commune with these remnants, harnessing their essence to aid you in your endeavors. Your abilities are tied to your charismatic resonance with the echoes, allowing you to summon and command them.
Echo Communion
At 3rd level, your affinity with the echoes grants you insight into the social fabric of the realm. You gain proficiency in one Charisma-based skill of your choice.
Deception Proficiency
You gain proficiency in Deception.
Intimidation Proficiency
You gain proficiency in Intimidation.
Performance Proficiency
You gain proficiency in Performance.
Persuasion Proficiency
You gain proficiency in Persuasion.
Echo Summon
Starting at 3rd level, you can use your Cunning Action to reach into the essence of Aurora, communing with the echoes connected to a player character within 30 feet of you. Make a Charisma based check of your choice (Deception, Intimidation, Performance, or Persuasion) against a DC of 14. On a success, you draw forth the echo, manifesting it within 30 feet of you for 1 minute.
The echo acts immediately after your turn in the initiative order, and is dismissed if ever separated from you by more than 60 feet. The echo shares your hit point pool but has your stat block. On each of its turns, it can take only take one action: a Soul Action determined by the Form you choose to manifest upon summoning:
Vengeful Form (Damage): Soul Action | Vengeful Strike: Your echo may attack a creature you attacked during your turn. Upon hitting, it deals damage equal to half your Sneak Attack damage.
Debilitator Form (Utility/Crowd Control): Soul Action | Debilitating Touch: The echo forces a creature within 5 feet of it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature suffers one of the following conditions of your choice: grappled, deafened, or silenced as if affected by the silence spell. This effect lasts for 1 minute, and the creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Guiding Form (Healing): Soul Action | Healing Resonance: When you hit a creature with your Sneak Attack, your echo can channel healing energy to an ally within 15 feet of it. The ally regains hit points equal to half of the damage dealt by your Sneak Attack.
Resonant Bond
At 9th level, your bond with the echoes deepens. When you summon an echo, you can choose two Forms instead of one. The echo gains both Soul Actions, but can still only use one per turn.
Harmonized Essence
At 13th level, the echoes you summon become more potent. The additional damage, the conditions imposed, and the healing of your echo's Soul Actions are enhanced. The additional damage and healing increase to equal your Sneak Attack damage, and the conditions imposed by Debilitating Touch now last until the each is dismissed, though the creature can still repeat the saving throw at the end of each of its turns.
Master of Echoes
At 17th level, you can summon three echoes at once, but they only manifest with one form. Each echo acts on your turn, but you can only command one echo to use its Soul Action each turn.
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