Some warriors have unlocked the power to manifest spectral images, letting them fight as a unit by themselves. The origin of these mysterious powers is not fully known. Some scholars believe it is short-term time travel, others swear it is the protection of ancestor spirits. Yet others think it has something to do with the Shadowfell, a plane where shadows can come alive. This is a redux version of the subclass of the same name from Explorer's Guide to Wildemount, updated for 5e24 and slightly rebalanced.
Level 3: Manifest Echo
You can use a bonus action to magically manifest an Echo in an unoccupied space you can see within 15 feet. The Echo is obviously magical and appears like a translucent image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another Echo, until you are Incapactitated, or until you end your turn more than 30 feet away from the Echo.
Your Echo has the following game statistics:
- It has the same size, AC, and saving throw modifiers as you
- It is a Construct, but it cannot take any actions or interact with the environment on its own
- It has 1 hit point, which cannot be increased or restored, nor can it gain Temporary Hit Points
You can use your Echo in the following ways:
- The Echo can move up to your speed on your turn
- Whenever you make a melee attack, you can choose to have it originate from the Echo
- Enemies leaving the Echo's reach trigger opportunity attacks from you, delivered through the Echo
- You can use a Bonus Action and expend 15 feet of your movement to teleport, swapping places with your Echo
- If it makes sense, other features can also originate from the Echo
- Examples include a Dragonborn's Breath Weapon or the Protection Fighting Style
- You cannot cast spells or activate magic items from your Echo's location
- The DM is the final arbiter on which features this applies to
Level 7: Shadow Martyr
When a creature within 30 feet of your Echo is targeted by an attack, you can use your reaction to teleport the Echo to an unoccupied space within 5 feet of the targeted creature. The attack is then made against your Echo instead. You can do this a number of times equal to your Constitution modifier, regaining spent uses when you finish a long rest.
Additionally, your Echo takes no damage if it succeeds on a saving throw which would normally cause it to take half damage.
Level 10: Unleash Incarnation
Together, you and your echo fight with a single mind. You have advantage on melee attacks against targets that are within reach of both you and your Echo.
Level 15: Echo Avatar
You gain blindsight with a range of 30 feet, and you perceive the world through both your own location, as well as from your Echo. Additionally, your Echo can now be up to 120 feet away from you at the end of your turn.
Level 18: Legion of One
You can now have two Echoes active at the same time. You can still only summon one Echo at a time. If you create a third Echo, you choose which Echo it replaces.