Fighter: Echo Knight
Multiple Futures Converge in Every Attack
Echo Knights are warriors who wield the enigmatic power of dunamis, a force that bends time and reality. They conjure echoes—shadowy figures from alternate timelines—to fight alongside them.
Each echo represents a different potential future or a past that never was, allowing the Echo Knight to strike from multiple angles simultaneously.
Feared for their ability to appear in numerous places at once, Echo Knights are relentless and unpredictable, using their mastery of time manipulation to outmaneuver and overwhelm their foes.
Level 3: Manifest Echo
- Bonus Action — Manifest Echo: You can create a magical, translucent, gray echo of yourself within 15 feet.
- Echo Details:
- Considered an object, not a creature
- Uses your game statistics with the following exceptions:
- Armor Class = 13 + your Constitution modifier
- Hit Points = 1
- Immune to all conditions
- Destroyed if it is:
- More than 30 feet from you at the end of your turn
- You manifest another echo
- You dismiss it as a Bonus Action
- It takes any damage
- You can mentally command the echo to move (no action required)
- Echo Uses:
- Swap: Use a Bonus Action and 15 feet of your movement to switch places with the echo
- Echo Attack: When you take the Attack action, each attack can originate from either your space or the echo’s space
- Opportunity Attack: You can make opportunity attacks as if you were in your echo’s space
Level 3: Unleash Incarnation
- Extra Attack from Echo: When you take the Attack action, you can make one additional attack from your echo’s space
- Uses:
- Equal to your Constitution modifier (minimum of 1)
- All expended uses return after a Long Rest
Level 7: Echo Avatar
- Magic Action — Transfer Senses: You can see and hear through your echo
- While active:
- You gain the Deafened and Blinded conditions
- Echo can be up to 1,000 feet away without being destroyed
- Effect lasts for up to 10 minutes, or until you end it (no action required)
Level 10: Shadow Martyr
- Reaction — Echo Intercepts Attack: When a creature within 30 feet of you is targeted by an attack:
- Teleport your echo to an unoccupied space within 5 feet of the target
- Redirect the triggering attack to the echo
- Once per Short or Long Rest
Level 15: Reclaim Potential
- Temporary Hit Points on Echo Destruction: When your echo is destroyed by damage:
- Gain temporary HP = 1d8 + your Constitution modifier
- Uses = Constitution modifier (minimum of 1)
- Regain all expended uses after a Long Rest
Level 18: Legion of One
- Endless Echoes: When you roll Initiative and have no remaining uses of Unleash Incarnation, regain 1 use
- Echo of an Echo:
- You can use a Bonus Action to summon two echoes simultaneously
- If you summon a third echo, the previous two are destroyed
- Anything you can do from one echo’s space, you can do from the other’s