Base Class: Rogue
Rogues who blur reality, attacking through overlapping echoes and reverberations. Razor-fast rogues who leave afterimages and sonic echoes to strike from impossible angles.
Level 3: Echo Step
You learn to create a spectral afterimage — a fleeting Echo — that mirrors your stance and motion.
As a Bonus Action, you manifest your Echo in an unoccupied space you can see within 30 feet.
The echo is not a creature, but a magical illusion tethered to you.
It lasts for 1 minute, until it takes damage, until you dismiss it (no action), or until you create a new one.
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Armor Class: 14 + your Dexterity modifier
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Hit Points: 1
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It automatically fails all saving throws and disappears if it takes any damage.
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It is intangible and sheds faint dim light (5 ft. radius).
While the Echo exists:
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When you take the Attack action, you can make one of your attacks originate from the Echo’s space (you use your stats and weapons).
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You can move through your Echo’s space, but not end your turn there.
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As a Bonus Action, you can swap places with your Echo (teleportation, up to 30 ft.).
You can create your Echo a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Level 3: Sonic Feint
You can distort sound and motion to mislead enemies.
As a Bonus Action, you unleash a burst of disorienting vibration: choose one creature within 30 feet of you or your Echo that can hear.
That creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier).
On a failed save, the target has disadvantage on the next attack roll it makes before the start of your next turn, and the next melee attack you make against it before then deals extra damage equal to your Sneak Attack die (once per turn).
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.
Level 9: Shadow Resonance
Your Echo now hums with lingering psychic vibration, tethering reality to illusion.
When you deal Sneak Attack damage to a creature, your Echo resonates with the strike.
Until the start of your next turn, you can choose one of the following effects (no action):
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Echo Burst: The target takes an extra 2d6 thunder damage as the impact reverberates.
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Distorted Step: You immediately teleport to your Echo’s position (within 30 ft.) and it vanishes.
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Lingering Image: The Echo remains after vanishing for 1 additional round, granting half cover to creatures behind it.
You can use this feature a number of times equal to your Dexterity modifier (minimum 1), regaining all uses when you finish a short or long rest.
Level 13: Blade Reverberation
Your strikes now ripple through space like the pluck of a string.
When you hit a creature with a melee attack, you can cause your weapon’s impact to resonate, creating a delayed echo slash.
At the start of your next turn, the same creature must make a Constitution saving throw (DC = 8 + PB + Dex).
On a failed save, it takes your Sneak Attack damage again, reduced by half (rounded down).
On a success, it takes half of that.
You can use this feature once per turn, but no more than a number of times equal to your proficiency bonus per long rest.
Level 17: Perfect Echo
Action Type: Action — 1/Long Rest
You achieve total harmony between self and shadow.
As an Action, you create two perfect Echoes that orbit you for 1 minute.
While this effect lasts:
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You can make one attack from each Echo’s space whenever you take the Attack action.
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You can swap places with an Echo once per turn as a Bonus Action.
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When a creature targets you with an attack and misses, one Echo can immediately make a reaction attack against it (using your weapon and modifiers).
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If an Echo would be destroyed, you can instead cause it to flicker and remain (you take 10 force damage).
When the effect ends, both Echoes fade simultaneously.
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