Echo Knight
A mysterious and feared fighter summoning shadowy apparitions to fight alongside them. They are called Haunted, Shadow Warriors, and Legion. The origin of your Echo can be varied. Perhaps someone tried to steal your shadow, or you were bonded with a Shadowborn version of yourself you didn’t know existed.
Subclass Features
Manifest Echo
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 ft 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 an AC of 14 + your Proficiency Bonus, has 1 hit point, and has 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 own space. On your turn, you can mentally command the Echo to move up to 30 ft in any direction (No action required). If your Echo is ever more than 30 ft 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 ft 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 ft of your Echo moves at least 5 ft 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
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 CON modifier (Minimum 1) per long rest.
Echo Avatar
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 (No action required). While your Echo is being used in this way, it can be up to 1,000 ft away from you without being destroyed.
Complex Mind
Your mind, greatly accustomed to operating your Echo, gives you advantage on INT saving throws.
Shadow Martyr
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 ft 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
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 CON modifier (Minimum 1).
When this feature is used you can immediately move up to your movement speed without provoking opportunity attacks and make a melee attack.
You can use this feature a number of times equal to your CON modifier (Minimum 1) per long rest.
Legion of One
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.
Echoed Damage
When you deal damage through an Echo you can use your reaction to deal Psychic damage equal to the damage dealt. You can use this feature once per long rest or short rest.