Base Class: Fighter
Echo Knights are warriors who have learned to harness the mysterious force of dunamancy, a discipline that manipulates the very fabric of potential and possibility. Through deep focus and disciplined training, they learn to call forth echoes of themselves. Shadow-like reflections pulled from alternate timelines and unrealized moments. These echoes act as extensions of the Knight’s will, moving and fighting in perfect unison with their creator.
On the battlefield, an Echo Knight is a bewildering opponent. One moment they stand before their foe, the next they are striking from an impossible angle as their echo fades and reforms across the field. Each echo is both real and unreal, capable of blocking a blade, distracting an enemy, or delivering a lethal strike before vanishing like a dream.
To become an Echo Knight is to accept the burden of existing between realities. Few truly understand the nature of the power they wield, and fewer still can control it without losing their sense of self. Whether scholars of dunamancy, soldiers seeking an edge, or wanderers who stumbled upon forgotten techniques, Echo Knights embody the idea that every choice, every moment, and every reflection carries the weight of infinite possibility.
Level 1: BugFix
This is a bugfix, ignore it
Level 3: Echo Manifestation
When you choose this archetype at 3rd level, you gain the ability to call forth shadowy reflections of yourself drawn from unrealized timelines. As a bonus action, you can manifest an Echo of yourself in an unoccupied space you can see within 30 feet.
The Echo appears as a translucent version of you, sharing your creature types, size, and occupies space. It acts on your initiative count, taking its turn simultaneously with yours. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). As a bonus action you can Shift Potential, teleporting and swapping places with an Echo at the cost of 15 feet of your movement, regardless of distance. Your Echo shares your proficiency bonus, saving throw modifiers, and any damage resistances or immunities you possess. It is immune to all conditions, and it cannot equip, attune to, carry, wield, or physically interact with items or the environment. It is destroyed if it takes any damage, moves more than 30 feet away from you (60 feet at 10th level, 90 feet at 18th level), or if you are incapacitated. You treat your Echo’s space as if it were your own for the purpose of opportunity attacks and melee attacks. When you make an attack as part of the Attack action, you may choose to have each attack originate from either your own space or your Echo’s space.
You have only one Echo manifested at any given time. Manifesting a new Echo causes your echo to dissipate.
Level 3: Unleash Incarnation
At 3rd level, you have learned to channel your battle instincts through your Echo, striking as one across space. When you take the Attack action on your turn, you can make one additional melee attack from your Echo’s position.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a long rest.
Level 7: Echo Avatar
Starting at 7th level, you can temporarily transfer your consciousness to your Echo's. As an action, you can see through your Echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your Echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Level 10: Martyr of Shadows
Starting at 10th level, you can make your Echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, 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.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 15: Reclaim Potential
By 15th level, you've learned to absorb the fleeting magic of your echo. When an Echo of yours is destroyed by 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.
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.
Level 18: Form of Resonance
At 18th level, your echoes feed back into your own existence, strengthening the bond between you and your unrealized selves. While you have your echo manifested, you gain a bonus to your attack rolls, damage rolls, and saving throws equal to your Constitution modifier (minimum of 1).







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