Base Class: Bard
They can channel memories of the past, echoes of alternate realities, or glimpses of what could have been — using them to inspire allies, manipulate events, and confound foes.
Some call them storytellers. Others call them “ghost singers.” To most, they are unsettlingly precise, like a song remembered before it was ever written.
Level 3: Bonus Proficiencies
When you join the College of Echoes at 3rd level, you gain proficiency with Insight and History if you don’t already have them.
Additionally, you may use one musical instrument of your choice as a spellcasting focus even if you don’t normally use it.
Level 3: Echoed Inspiration
When you give a creature a Bardic Inspiration die, you may choose one of the following effects:
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Memory Surge: The die can be added to an attack roll, saving throw, or ability check, and the recipient briefly remembers a past success, granting advantage on the next similar roll within the next minute.
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Alternate Strike: The die can be added to damage, representing an echo from another timeline landing at the perfect moment.
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Lingering Presence: The die can be used defensively — the recipient adds the die to AC against one attack that would hit within the next turn.
Level 6: Echo Step
You may briefly step through alternate echoes of reality. As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see.
Additionally, when you cast a Bard spell that affects a creature, you can force it to make a Wisdom saving throw (DC = your spell save DC). On a failure, it experiences a glimpse of a different reality, causing the creature to roll with disadvantage on its next attack or saving throw before the start of its next turn.
You may use Echo Step a number of times equal to your Charisma modifier (minimum 1), regaining all uses after a long rest.
Level 14: Resonant Memories
You can weave the echoes of past and future into a lingering aura of subtle reality manipulation.
While conscious and not incapacitated, you and allies within 10 feet gain:
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Advantage on saving throws against being frightened or charmed.
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Resistance to psychic damage.
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When you roll Bardic Inspiration, you may roll two dice and choose which one the recipient uses.
Additionally, when a creature you can see within the aura takes damage, you may use your reaction to imprint a residual echo. The creature must make a Charisma saving throw or take psychic damage equal to your Bardic Inspiration die (no spell slot required).
This represents your ability to use your songs and stories to leave a mark across reality itself.
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