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Echo Knight

A mysterious and feared frontline warrior of the the black desert, the Echo Knight has mastered the art of manifesting their own soul to fight along side 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, gray 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 + 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. 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 30 feet from you at the end of your turn, it is destroyed.

  • 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.
  • 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 the weapon reach of your echo moves out of its reach, you can use your reaction to make a melee attack against the creature.
Mirrored Maneuver

At 3rd level, your echo expands your technique. Whenever you perform a martial maneuver, you may also have the echo perform the maneuver against a second target within its range. The target is effected by the maneuvers damage and effects, but not that dealt by the weapon itself.

Some Maneuvers, such as Absolute territory, Ambush, Ect. are not able to be "mirrored" with this feature, Your dm will inform you as such before you choose a maneuver upon leveling up.

Synchronized Strike

Starting at 7th level you can gain momentum in a battle as you strike with your echo. Once per turn, when your echo is within weapon range of the target of your attack, you can gain advantage on the attack. If the result of "lower roll" from your advantage would also hit, you regain a martial die.

Echo Avatar

Also Starting at 7th level, you can temporarily transfer your consciousness to your echo. 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.

Additionally your echo can also now be up to 60ft away from you regularly before it is destroyed.

Shadow Martyr

Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. When an ally is hit by an attack roll, 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.

You have one use of this feature, which you regain when you use your second wind, or when you complete a short or long rest.

Legion of One

At 15th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. 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.

If both echoes are within range of a target for the purposes of Synchronized strike, the advantage rolls 3 d20s and take the highest value. If only two of the dice rolls would result in a hit, you regain the martial dice as normal. If all three attack rolls would hit, the attack is treated as a critical hit.

Also, you no longer spend your own movement to move your echo's, instead they may move up to your movement speed each turn at no cost to you.

Reflected Army

At 18th level, you may spend a bonus action to conjure a true battalion of your reflections, making it seem as if you are everywhere at once. Doing so casts the mirror image spell with a few differences:
-You have 5 images instead of three, changing the target range to (5: 2 or higher, 4: 4 or higher, 3: 6 or higher, 2: 8 or higher, 1: 11 or higher)
-Any action or bonus action you take can originate as if you were in any of the squares within 5ft of you, as your reflections move with you as one.
-The first attack on each turn while you still have a mirror image remaining targets all creatures of your choice that are within 10ft of you and that you can see.
Once you have used this feature, you must complete a short or long rest before you can do it again.


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