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Fighter: Echo Knight Martial Archetype


Hit Points

Hit Dice: d10 per Fighter: Echo Knight Martial Archetype level
Hit Points at first Level: 10 + CON modifier
Hit Points at Higher Levels: 1d10 + your CON modifier per fighter level after 1st.

Proficiences

Armor: All armor, shields
Weapons: All simple and martial weapons
Tools: None
Saving Throws: STR, CON
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Overview & Creation

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.


Class Features

Martial Archetype: Echo Knight

  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. 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. At 3rd level, 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. At 7th level, 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. Starting at 15th level, 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. Starting at 15th level, 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. Starting at 18th level, 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.  

Fighting Styles

At first level, choose one of the following options.
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 

Second Wind

At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.  

Action Surge

Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Starting Equipment

  1. (a) chain mail or (b) leather armor, longbow, and 20 arrows
  2. (a) a martial weapon and a shield or (b) two martial weapons
  3. (a) a light crossbow and 20 bolts or (b) two handaxes
  4. (a) a dungeoneer's pack or (b) an explorer's pack
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


LevelProficiency BonusFeatures
1+2Fighting Style, Second Wind
2+2Action Surge (1x)
3+2Martial Archetype
4+2Ability Score Improvement
5+3Extra Attack (x1)
6+3Ability Score Improvement
7+3Martial Archetype Feature
8+3Ability Score Improvement
9+4Indomitable (x1)
10+4Martial Archetype Feature
11+4Extra Attack (x2)
12+4Ability Score Improvement
13+5Indomitable (x2)
14+5Ability Score Improvement
15+5Martial Archetype Feature
16+5Ability Score Improvement
17+6Action Surge (x2), Indomitable (x3)
18+6Martial Archetype Improvement
19+6Ability Score Improvement
20+6Extra Attack (x3)

Created by

Javak.

Statblock Type

Class Features

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