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==Echo Knight== Echo Knights are a strange [[gish]] tradition that forgoes the normal study of magic to instead use dunamancy as a martial focus. According to the philosophy of the world, every potential action and choice a person takes can potentially lead to an incalculable number of alternative timelines that fall into focus once a choice is made. This canon timeline in which a certain choice is made becomes the leading string, while the other potential timelines eventually fade into nothingness. Echo Knights realize this phenomenon, and can summon copies of themselves by manipulating the dunamis of these potential timelines. In essence, an Echo Knight is able to pull out friendly shades from unrealized timelines to aid them in battle. '''Manifest Echo (3rd Level):''' The Echo Knight can summon an Echo at an unoccupied spot within 15 feet as a bonus action. It lasts until it is destroyed, is dismissed as a bonus action, is forced to move more than 30 feet beyond the Echo Knight, or the Echo Knight is incapacitated. It has AC (14 + Echo Knight's Proficiency Bonus), 1 Hit Point, the Echo Knight's Saving Throw Bonus, and Immunity to all Conditions. It can move up to 30 feet on each of the echo knight's turns as a free action, and whilst summoned, it grants the following options. An Echo Knight can only have one Echo manifested at any given time. * So long as the Echo and the Echo Knight are within 15 feet, the Echo Knight can trade places with its Echo as a bonus action. This functions as a specialized teleport. * The Echo Knight can make attacks as if they were standing in the same space as their Echo. * The Echo Knight can make opportunity attacks against creatures within 5 feet of their Echo. '''Unleash Incarnation (3rd Level):''' Each time the Echo Knight attacks, they can make a second attack from the Echo's position. They can use this feature Constitution modifier (minimum 1) times per day. '''Echo Avatar (7th Level):''' As an action, the Echo Knight can possess their echo, allowing it to move up to 1,000 feet away and letting them see & hear as if they were occupying its space, but they are considered blind and deaf in their own body. They can maintain this possession for 10 minutes at a time, and can end it without needing to expend an action. '''Shadow Martyr (10th Level):''' Once per short rest, the Echo Knight can use their Reaction when an another creature is attacked to make their echo teleport to within 5 feet of the targeted creature and have the attack rolled against the echo instead. '''Reclaim Potential (15th Level):''' When an Echo is destroyed, the Echo Knight gains 2d6 + Consitution modifier Temporary HP, providing they don't already have temporary HP. They can use this feature Constitution modifier (minimum 1) times per day. '''Legion of One (18th Level):''' The Echo Knight can now summon 2 Echoes at once, and Unleash Incarnation replenishes from 0 to 1 whenever the Echo Knight rolls initiative.
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