Echo Knight (5A)
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A mysterious and feared frontline warrior of the Kryn Dynasty, 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.
Greyhawk: The echo knight does not as yet have a home in Greyhawk. It could be an esoteric shadow art practiced by monk-like disciples, perhaps Baklunish. Or it could be a secret of the Lendorian Elves. Whatever it is, it is more likely to be associated with planes, alternate realities, and shadowy illusions than with time magic. At the moment this is not an option for player characters.
Source: Explorer's Guide to Wildemount
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.
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. The echo cannot have a reach longer than 5 ft. for any reason.
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.
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can use a bonus action to 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 or short rest.
Starting 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.
As a bonus action you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, as long as it not more than 30 ft. away.
Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see within 30 ft. of you. 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.
By 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
At 18th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. 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.
The echo knight seemed on the strong side. It does things fighters generally don't—teleport and create semi-real illusions. It also had an almost certain way of making extra attacks because it could create an echo and have that echo attack in the same turn. I removed that ability, forcing the echo knight to create an echo on one turn and use it to attack on another. This also means the echo must survive at least one turn in order to give extra attacks. It also had a way of making extra attacks that was almost guaranteed to work.