Wizard
Base Class: Wizard

The Echomage explores the forces of sound and the delaying of magical effects. As you focus your studies in this tradition you learn to give your spells an extra kick in form of a delayed echo, delay your whole spells or even giving them an echo thats just as strong as the spell itself.

Sound Savant

Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved.

What goes around comes around

Starting at 2nd level whenever you damage any enemy with a spell, that enemy takes thunder damage equal to the level of the used spell at the start of their next turn.

Modify sound

At 6th level, you gain resistance to thunder damage. 

Spells and abilities you cast ignore resistance to thunder damage. In addition, when you roll damage for a spell you cast that deals thunder damage, you can treat any 1 on a damage die as a 2.

Additionally you learn the silence spell and can cast it without using a spellslot. Once you use this feature, you can't use it again until you finish a short or long rest.

Master of timing

Starting at 10th level, you can use your action on your turn to expend  a spellslot of any level you choose. Until the start of your next turn you can use your reaction to cast any spell that you have prepared at the level of spellslot that you expanded provided you are able to cast that spell with that level of spellslot normally. When you do so, you are concentrating on the spell until you release the spell.

Resonant Echo

Starting at 14th level, you can use an action to magically manifest an echo of yourself in an unoccupied space you can see within 30 feet of you. This echo is a magical, translucent, gray image of you that lasts for 1 minute, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has an AC 10 + your proficiency bonus, 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

If you are in combat you make seperate initiative rolls for you and your clone. The clone acts on the lower initiative roll. For the next minute your clone casts the same spells as you on the same target/area as you without expanding another spellslot. Your clone has to meet the same requirements for the spell, i.a. direct sight of the target or material components that have a specified cost. Your clone has disadvatage on all attack rolls and enemies have advantage on all saving throws against your clones' spells, provided the enemies notice your first spell. 

You can use this feature a number of times equal to your intelligence modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.

Previous Versions

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