A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight uses dunamis to summon shades of unrealized timelines.
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. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. On your turn, you can mentally command the echo to move up to 30 feet in any direction. If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
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As a bonus action, you can teleport, swapping places with your echo at a cost of 15 feet of movement.
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When you take the Attack action, any attack you make can originate from your space or the echo’s space.
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When a creature within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack as if you were in the echo’s space.
Unleash Incarnation
At 3rd level, when you take the Attack action, you can make one additional melee attack from the echo’s position. Uses equal to your Constitution modifier (minimum of once) per long rest.
Echo Avatar
At 7th level, as an action, you can see and hear through your echo for up to 10 minutes. While doing so, your echo can be up to 1,000 feet away without being destroyed.
Shadow Martyr
At 10th level, as a reaction before an attack roll is made against another creature you can see, you can teleport the echo to a space within 5 feet of the target, and the attack is made against the echo instead. Once per short or long rest.
Reclaim Potential
At 15th level, when an echo is destroyed by taking damage, you can gain temporary hit points equal to 2d6 + your Constitution modifier. Uses equal to your Constitution modifier per long rest.
Legion of One
At 18th level, you can create two echoes with Manifest Echo. In addition, when you roll initiative and have no uses of Unleash Incarnation, you regain one use.