Echo Knight
A mysterious and feared frontline warrior. 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.
Features
Manifest Echo
3rd-level Echo Knight feature
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.
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 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 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
3rd-level Echo Knight feature
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 a number of times equal to
your Constitution modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
Echo Avatar
7th-level Echo Knight feature
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.
Shadow Martyr
10th-level Echo Knight feature
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
15th-level Echo Knight feature
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
18th-level Echo Knight feature
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.
In addition, when you roll initiative and have no uses
of your Unleash Incarnation feature left, you regain one
use of that feature.