Echo Knight
The Echo Knight is a mysterious fighter who wields the ability to summon doubles of themself in the form of shadowy echoes that mimic the fighter’s actions. These echos aid the fighter in various ways, acting not only as an army of swarming shadows, but also umbral spies and shaded protectors. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Manifest Echo
Beginning when you choose this archetype 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, grey 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, paralyzed or stunned. 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. You can use the echo in the following ways:- As a bonus action, you can teleport, magically swapping places with your echo at a cost of half 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 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.
Unleash Incarnation
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature two times, and regain all expended uses when you finish a short rest. At 7th level, you can use this feature three times before finishing a short or long rest and four times at 15th level.Echo Avatar
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.Reclaim Potential
At 7th level, 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 2d8 + your Proficiency bonus. You can use this feature three times, and regain all expended uses when you finish a long rest. When you reach 15th level, you can use this feature four times before needing to complete a long rest.Shadow Martyr
At 10th level, You can make your echo throw itself in front of an attack directed at you or another creature that you can see within 30ft of your echo’s position. 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. You can use this feature two times, and regain all expended uses when you finish a short rest or long rest. At 15th level, you can use this feature three times before finishing a short or long rest.Legion of Many
Starting at 15th level, You can use a bonus action to create three echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a fourth echo, the previous echoes are destroyed. Anything you can do with an echo can be performed by any of the three echos.Superior Unleash Incarnation
Starting at 18th level, you know how to unleash the full fury of your echo. Whenever you use your Unleash Incarnation feature, if the attack hits, the echo’s attack deals additional 2d10 force damage. If the attack misses, the targeted creature takes 1d10 force damage. In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.Remove these ads. Join the Worldbuilders Guild

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