{"name":"Echo Knight","overview":"[b]FIGHTER[\/b]\r\n\r\nA human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.\r\nA dwarf in chain mail interposes his shield between the ogre\u2019s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.\r\n\r\nA gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd\u2019s delight\u2014and his own tactical advantage. His opponent\u2019s sword flares with blue light an instant before she sends lightning flashing forth to smite him.\r\n\r\nAll of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings\u2014as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.\r\n\r\n[b]Well-Rounded Specialists[\/b]\r\n\r\nFighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.\r\n\r\n[b]Trained for Danger[\/b]\r\n\r\nNot every member of the city watch, the village militia, or the queen\u2019s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.\r\n\r\nSome fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards\u2014few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.\r\nCreating a Fighter\r\n\r\nAs you build your fighter, think about two related elements of your character\u2019s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.\r\n\r\nYou might have enjoyed formal training in a noble\u2019s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught\u2014unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions\u2014the only things that stand between you and death\u2019s embrace.","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per fighter level after 1st","armorproficiencies":"All armor, shields","weaponproficiences":" Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival","equipment":"Equipment\r\nYou start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) chain mail or (b) leather armor, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[u][b]Fighting Style (level 1)[\/b][\/u]\r\n\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[i]Archery:[\/i] You gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[i]Defense:[\/i] While you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[i]Dueling:[\/i] 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.\r\n\r\n[i]Great Weapon Fighting:[\/i] 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.\r\n\r\n[i]Protection:[\/i] 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.\r\n\r\n[i]Two-Weapon Fighting:[\/i] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n\r\n[u][b]Second Wind (level 1)[\/b][\/u] You have a limited well of stamina that you can draw on to protect yourself from harm. 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.\r\n\r\n[b]Action Surge:[\/b] Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\nOnce 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.\r\n\r\n[b]Martial Archetype.[\/b] At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, Echo Knight, Brute, Rune Knight, or a martial archetype from another source. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\n[b]Ability Score Improvement.[\/b] 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\u2019t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[b]Extra Attack.[\/b] Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\nThe 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.\r\n\r\n[b]Indomitable.[\/b] 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\u2019t use this feature again until you finish a long rest.\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\n[b]Extra Attack.[\/b] Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.\r\nThe number of attacks increases to four when you reach 20th level in this class.\r\n\r\n[b]Extra Attack.[\/b] At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.","subclasses":"[b]DUNAMIS AND DUNAMANCY[\/b]\r\n\r\n\r\nDunamis is the primal magical energy of potentiality\r\nand actuality, an anticipatory arcane force that helps\r\nshape the multiverse and might very well be what holds\r\nits elements together, like an infinite web of unseen\r\ntethers. Manifesting as a translucent gray energy that\r\nshimmers and drifts like an ethereal cloud of mist when\r\ngathered, dunamis darkens as it vibrates and condenses\r\nto the moment of action or invocation, manipulating fundamental\r\naspects of reality. Those who study to control\r\nand tap into this near-invisible power can subtly bend\r\nthe flow of time and space by controlling the forces of\r\nlocalized gravity, peering into possible timelines to shift\r\nfate in their favor, and scattering the potential energy of\r\ntheir enemies to rob them of their potency.\r\nDunamancy is an ancient, esoteric study of magic almost\r\nunknown across Exandria. Facets of dunamancy\r\nhave quietly bled into the more common applications of\r\nspellcraft like an unrealized glimpse behind the curtain\r\nof creation. Mages who pursue the study of this strange\r\nand complex force call themselves dunamancers, and\r\ntheir interest in learning to alter the fabric of gravity,\r\npotential, and time often coincides with a hunger to understand\r\nthe oldest mysteries of the cosmos.\r\n[b]\r\nBEYOND THE KRYN DYNASTY\r\n[\/b]\r\nAlthough the Kryn Dynasty is responsible for the carefully\r\nguarded development and refining of dunamancy,\r\nthe mysteries of this magical art have long since spread\r\nbeyond the dynasty's borders. The hidden secrets of\r\nharnessing dunamis eventually found their way into the\r\nhands of the Cerberus Assembly and have continued to\r\nslowly disseminate across all Wildemount as a result.\r\nIf you are considering a character pursuing a path involving\r\nthe manipulation of dunamis, you can easily tie\r\nyour story into the Kryn Dynasty and the ready access\r\nto dunamancy it provides. But you can also consider\r\nwhere else in the world dunamancy might have spread,\r\nand how its secrets have influenced your character's\r\npath. You might have stumbled into a cabal of defecting\r\nKryn expatriates who teach you their ways, or you might\r\nhave been entrusted with learning such secrets as a\r\nmeans of fighting the Kryn with their own power. Work\r\nwith your Dungeon Master and figure out a fun and logical\r\nway that your character and the mysterious power of\r\ndunamancy might have crossed paths.\r\n\r\nIn campaigns outside Wildemount, there is no factional\r\ncontrol of dunamancy, so the implementation\r\nof this arcane discipline is entirely open. Talk to your\r\nDungeon Master about how dunamancy might fit into\r\ntheir campaign, and how your character's story could be\r\nwoven into that lore.\r\n\r\n[b]\r\nDUNAMIS AS A MARTIAL FOCUS\r\n[\/b]\r\nLife is a n extended series o f choices. Every crossroads\r\noffers paths to different possibilities. The reality of each\r\npossible choice begins to coalesce as you approach the\r\nmoment of decision, with multiple timelines humming\r\nwith opportunity. Once a choice is made, one path\r\nsparks to life and continues while others fade, their energy\r\nof potentiality diffusing into the multiverse. A rare\r\nfew characters learn to invoke and harness this released\r\ndunamis in the throes of battle to enhance their martial\r\ncapabilities-and such warriors are uniformly feared.\r\n[b]\r\n\r\nFIGHTER\r\n[\/b]\r\nThe fighter takes many forms in Wildemount, from the\r\ngrizzled mercenary who earns their keep by the might\r\nof their blade, to the dedicated soldier who fights for the\r\nbanner of their homeland, to the hearty treasure hunter\r\nwhose skill with a weapon is their finest asset.\r\nAt 3rd level, a fighter gains the Martial Archetype\r\nclass feature described in the Player's Handbook. The\r\nEcho Knight is a new option for that feature.\r\n\r\n\r\n[b]ECHO KNIGHT[\/b]\r\n\r\nA mysterious and feared frontline warrior of the Kryn\r\nDynasty, the Echo Knight has mastered the art of using\r\ndunamis to summon the fading shades of unrealized\r\ntimelines to aid them in battle. Surrounded by echoes\r\nof their own might, they charge into the fray as a cycling\r\nswarm of shadows and strikes.\r\n\r\n[b]MANIFEST ECHO[\/b] \r\n\r\n[i]3rd-level Echo Knight feature [\/i]\r\n\r\nYou can use a bonus action to magically manifest an\r\necho of yourself in an unoccupied space you can see\r\nwithin 15 feet of you. This echo is a magical, translucent,\r\ngray image of you that lasts until it is destroyed,\r\nuntil you dismiss it as a bonus action, until you manifest\r\nanother echo, or until you're incapacitated.\r\n\r\nYour echo has AC 14 + your proficiency bonus, 1 hit\r\npoint, and immunity to all conditions. If it has to make\r\na saving throw, it uses your saving throw bonus for the\r\nroll. It is the same size as you, and it occupies its space.\r\nOn your turn, you can mentally command the echo to\r\nmove up to 30 feet in any direction (no action required).\r\nIf your echo is ever more than 30 feet from you at the\r\nend of your turn, it is destroyed.\r\n\r\nYou can use the echo in the following ways:\r\n\r\n\u2022 As a bonus action, you can teleport, magically swapping\r\nplaces with your echo at a cost of 15 feet of your\r\nmovement, regardless of the distance between the\r\ntwo of you.\r\n\r\n\u2022 When you take the Attack action on your turn, any\r\nattack you make with that action can originate from\r\nyour space or the echo's space. You make this choice\r\nfor each attack.\r\n\r\n\u2022 When a creature that you can see within 5 feet of your\r\necho moves at least 5 feet away from it, you can use\r\nyour reaction to make an opportunity attack against\r\nthat creature as if you were in the echo's space.\r\n\r\n[b]UNLEASH INCARNATION[\/b]\r\n\r\n[i]3rd-level Echo Knight feature[\/i]\r\n\r\nYou can heighten your echo's fury. Whenever you take\r\nthe Attack action, you can make one additional melee\r\nattack from the echo's position.\r\nYou can use this feature a number of times equal to\r\nyour Constitution modifier (a minimum of once). You\r\nregain all expended uses when you finish a long rest.\r\n\r\n[b]ECHO AVATAR[\/b]\r\n\r\n[i]7th-level Echo Knight feature[\/i]\r\n\r\nYou can temporarily transfer your consciousness to your\r\necho. As an action, you can see through your echo's eyes\r\nand hear through its ears. During this time, you are\r\ndeafened and blinded. You can sustain this effect for up\r\nto 10 minutes, and you can end it at any time (requires\r\nno action). While your echo is being used in this way,\r\nit can be up to 1 ,000 feet away from you without being\r\ndestroyed.\r\n\r\n[b]SHADOW MARTYR[\/b]\r\n\r\n[i]10th-level Echo Knight feature[\/i]\r\n\r\nYou can make your echo throw itself in front of an attack\r\ndirected at another creature that you can see. Before the\r\nattack roll is made, you can use your reaction to teleport\r\nthe echo to an unoccupied space within 5 feet of the\r\ntargeted creature. The attack roll that triggered the reaction\r\nis instead made against your echo.\r\nOnce you use this feature, you can't use it again until\r\nyou finish a short or long rest.\r\n\r\n[b]RECLAIM POTENTIAL[\/b]\r\n\r\n[i]15th-level Echo Knight feature[\/i]\r\n\r\nYou've learned to absorb the fleeting magic of your echo.\r\nWhen an echo of yours is destroyed by taking damage,\r\nyou can gain a number of temporary hit points equal to\r\n2d6 + your Constitution modifier, provided you don't already\r\nhave temporary hit points.\r\nYou can use this feature a number of times equal to\r\nyour Constitution modifier (a minimum of once). You\r\nregain all expended uses when you finish a long rest.\r\n\r\n[b]LEGION OF ONE[\/b]\r\n\r\n[i]18th-level Echo Knight feature[\/i]\r\n\r\nYou can use a bonus action to create two echoes with\r\nyour Manifest Echo feature, and these echoes can coexist.\r\nIf you try to create a third echo, the previous two\r\nechoes are destroyed. Anything you can do from one\r\necho's position can be done from the other's instead.\r\nIn addition, when you roll initiative and have no uses\r\nof your Unleash Incarnation feature left, you regain one\r\nuse of that feature.","tabledata":"","tags":"","isShared":"on","templateId":"25","blockId":"410355"}