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- A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamancy to summon the fading shades of unrealized timelines to aid them in battle. Surrounds by echos of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
- **Manifest Echo**
- *3rd level feature*
- Use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet. It lasts until it is destroyed, dismissed, a new echo is made, or you are incapacitated.
- The echo has an AC of 14+prof, 1hp, and immunity to all conditions. It uses your stats to make saves. It occupies its space and is your size. You can mentally command it on your turn to move up to 30 feet in any direction(doesn’t use an action). If disappears if more then 30 feet away from you at the end of your turn.
- Additionally...
- -As a bonus action you can spend 15 feet of movement to swap places with the echo, regardless of how far away from you it is.
- -When you take an attack action on your turn you can choose to have the attack come from the echo instead. You can choose to do this or not for each attack.
- -You can spend a reaction to make your echo take an opportunity attack if you can see the enemy and it moves at least 5 feet away from the echo and was within 5 feet of the echo.
- **Unleash Incarnation**
- *Third level*
- You heighten your echo’s fury. When you make an attack action you can make an additional attack from the echo.
- This can only be used a number of times equal to your cons mod. You regain all uses at the long rest.
- **Echo Avatar**
- *7th level*
- Transfer your consciousness to the Echo. As an action you become deafened and blinded, but see through the Echo’s eyes. Lasts 10 minutes and can be freely ended whenever. An echo like this can be 1000 feet away from you and not be destroyed.
- **Shadow Martyr**
- *10th level*
- You can make your echo throw itself in front of an attack targeting another creature you can see. Before the attack roll is made you teleport the echo to an unoccupied space within 5 feet of the target. The attack roll is instead made on the echo. This used a reaction.
- This can only be used once per short/long rest.
- **Reclaim Potential**
- *15*
- When an echo is destroyed you gain temp hp equal to 2d6+cons mod provided you don’t ha temp hp already.
- This can be used a number of times equal to your cons mod and recharges after a long rest.
- **Legion of One**
- *Create Two echoes as a bonus action with Manifest Echo. These echoes can coexist. Making new echoes eliminates the older echoes.
- When you roll initiative and have no uses of Unleash Incarnation you regain one use of it.
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