Base Class: Fighter
Life is an extended series of choices. Every crossroads offers paths to different possibilities. The reality of each possible choice begins to coalesce as you approach the moment of decision, with multiple timelines humming with opportunity. Once a choice is made, one path sparks to life and continues while others fade, their energy of potentiality diffusing into the multiverse. A rare few characters learn to invoke and harness this released dunamis in the throes of battle to enhance their martial capabilities—and such warriors are uniformly feared as Echo Knights!
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.
Echo Avatar
As an Action, you temporarily transfer your consciousness to your echo allowing you to see through your echo’s eyes and hear through its ears. For up to 10 minutes or until you cancel it (requires no action), you are deafened and blinded however, while your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr
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.
Reclaim Potential
When your echo is destroyed from taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.
This feature can be used a number of times equal to your Constitution modifier (a minimum of once) and you regain all expended uses when you finish a Long Rest.
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.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/24/2024 3:08:53 AM
|
18
|
7
|
--
|
Coming Soon
|
|
|
10/24/2024 3:11:50 AM
|
1
|
3
|
--
|
Coming Soon
|
|
|
10/27/2024 11:19:21 PM
|
40
|
24
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Feb 6, 2025Unleash incarnation counter is off, best you get that fixed