Fighter
Base Class: Fighter

The Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Manifest Echo

At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC {{14+proficiency#unsigned}}, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 100 feet from you at the end of your turn your connection to it breaks and that echo vanishes.

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • While your echo is within 100 feet of you, you can communicate with it telepathically. 
  • As an action, you can see through your echo's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses. 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 your connection is stronger and it can be up to 1,000 feet away from you without being destroyed.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

If an echo is destroyed in combat or from drifting too far from you, it cannot be summoned again for 2d4 hours. This time is reduced to 1d4 hours at 10th level. Other echoes can be summoned during this time.

Timeline Echoes

Your echoes come from all throughout the timeline, some from the past, some from the present and some from the future. Because of this, you and your echos have gained a small amount of prophetic insight into the flow of reality. At 7th level, when you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls as long as one of your echoes has been manifested. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. At 15th level you gain an additional d20.

Commune with Self

Through your strengthening connection to the echoes of yourself throughout time, you are able to ask one of your future echoes for guidance. At 7th level, you can use the spell Commune once per long rest, communicating with a future echo instead of a celestial, however instead of three questions, you can only ask one. The answers are cryptic and vague. At 13th level, you can ask two questions and the answers are clearer. At 18th level, you can ask three questions and the answers are communicated clearly and effectively. 

Shadow Martyr

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.

Reclaim Potential

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.

Legion of One

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.

Comments

Posts Quoted:
Reply
Clear All Quotes