Base Class: Fighter
Bulwark Echo
Manifest Echo
As a Bonus Action, you magically coalesce dunamis into an echo of yourself that appears in an unoccupied space you can see within 15 ft. The echo lasts until it is destroyed by damage, it is more than 30 ft. from you at the end of your turn, you dismiss it as a Bonus Action, you manifest another echo, or until you are incapacitated.
The echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it makes a saving throw, it uses your saving throw bonuses for the roll. At all times, it is the same size as you, and it occupies its space.
The echo can be used in the following ways:
Manifest Echo: Command. You mentally command your echo to move up to 30 feet in any direction (no action required).
Manifest Echo: Step. As a Bonus Action, you magically swap places with your echo at a cost of 15 feet of your movement regardless of the distance travelled.
Manifest Echo: Strike. When you take the Attack Action, any attacks you make can originate from either your space or the echo’s. You make this choice for each attack.
Manifest Echo: React. When a creature that you can see would provoke an Opportunity Attack from your echo, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the echo’s space.
Unleash Incarnation
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) per Long Rest.
Weather the Storm
Also at 7th level, you have grown accustomed to being battered and bruised. As a bonus action, for the next minute at the end of each of your turns, you can gain temporary hit points equal to your fighter level. Once you use this feature, you can’t use it again until you finish a short or long rest.
Shadow Matryr
Before an attack roll is made against a creature that you can see, you can use your Reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the Reaction is instead made against your echo.
This feature can be used once per Short Rest or Long Rest.
Improved Second Wind
Starting at 15th level, your endurance is unrivalled in battles. When you gain health from your Second Wind feature, you can also gain temporary hit points equal to the amount healed.
Legion of One
Your Manifest Echo feature can now create 2 echoes instead of one. If you create a third echo, the previous two echoes are destroyed. All echo features apply to both echoes.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.







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