🦸♀️(Legacy) 5e - Echo Knight🦸♀️
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using magic powers 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.
Level 3: Manifest Echo
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. The Echo shares your Initiative in combat, but it cannot act on its own. You can telepathically command it to move on your turn, but if you end your turn and your Shade is more than 30 feet away from you it is instantly destroyed.
Your Echo lasts until it is destroyed, or you use your Bonus Action to dismiss it, or you conjure another Echo.
Echo
Humanoid (Your Size)Armor Class: 14 + PB
Hit Points: 1
Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Languages: Understands the languages you know
Traits
Dark Bond: If your Echo is forced to make a saving throw it uses your saving throw bonus for the roll.
Shade Strike: Whenever you take the Attack action on your turn, you can choose for any number of your attacks to originate from your Shade instead of you. These attacks deal damage as if you had attacked the target, and can use any maneuvers you know, as normal.
Umbral Guardian: When a creature would provoke an opportunity attack from your Shade, you can use your reaction to make an opportunity attack against that creature as if you were in your Shade's space.
Level 3: Unleash Incarnation
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 CON modifier (a minimum of once). You regain all expended uses when you finish a long rest. If you have no uses left, you can expend 2 exertion to use this feature again.
Level 6: Echo Avatar
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.
Level 9: 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.
Level 13: 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 1d10 + CON, provided you don’t already have temporary hit points.
You can use this feature a number of times equal to your CON modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 17: 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.
In addition, when you roll initiative, you regain one use of your Unleash Incarnation feature.