Echo Knight

Echo Knights are warriors of the Kryn Dynasty that use dunamancy to summon duplicates of themselves to fight with them on the battlefield.

Description
Echo knights harness fading shades of unrealized timelines, pulling a shadowy duplicate of themself called an "echo" to fight by their side.

Manifest Echo
At 3rd-level, an Echo Knight gains the ability to summon an echo of themselves as a bonus action. The echo appears within 15 feet of the Echo Knight, and is a translucent gray duplicate of its summoner, and lasts until it is destroyed, the Echo Knight creates another echo, the Echo Knight becomes incapacitated, or if it ever is more than 30 feet away from the Echo Knight at the end of their turn.

An echo has an AC equal to 14 plus the Echo Knight's proficiency bonus, has one hit point, is immune to all conditions, and uses the Echo Knight's saving throw bonus if is ever has to make one. An Echo Knight can command the echo to move up to 30 feet.

While the echo is summoned, an Echo Knight can cause its attacks on its turn to originate from the echo's position, can make opportunity attacks from the echo, and use a bonus action and 15 feet of movement to teleport and swap places with the echo.

Manifest Echo
Also at 3rd-level, whenever an Echo Knight takes the Attack action, they can make an extra melee attack from their echo's position. They can do this a number of times per day equal to their Consitution modifier.

Echo Avatar
At 7th-level, an Echo Knight can use their action to transfer their consciousness to their echo, allowing them to see and hear through the echo for up to 10 minutes. During this time the Echo Knight is blind and deaf in regards to their own senses, and the echo can travel up to one thousand feet away from the Echo Knight without disappearing.

Shadow Martyr
At 10th-level, an Echo Knight can cause its echo to intercept an attack targeting an ally. Before the attack roll is made, the Echo Knight can use their reaction to teleport the echo to a space within 5 feet of the targeted creature, causing the attack to target the echo instead. The Echo Knight must then finish a short or long rest before being able to use this ability again.

Reclaim Potential
At 15th-level, an Echo Knight can reabsorb the magic of a destroyed echo. When an echo takes damage, the Echo Knight can gain temporary hit points equal to 2d6 plus their Constitution modifier, so long as they don't already have temporary hit points. An Echo Knight can do this a number of times per day equal to their Constitution modifier.

Legion of One
At 18th-level, an Echo Knight can create and maintain two echoes at once. Additionally they regain one use of Unleash Incarnation if they roll initiative with no remaining uses of that feature.

Notable Echo Knights

 * Quana Kryn: General of the Aurora Watch and partner to Bright Queen Leylas Kryn.
 * Thuron: An echo knight who broke into the Zauberspire in Zadash and attempted to steal back a Luxon beacon.
 * Verin Thelyss: Taskhand in charge of Bazzoxan, brother of Essek Thelyss.

Trivia

 * Essek Thelyss created a spell, Resonant Echo, that acts similarly to the echoes summoned by an echo knight. A Resonant Echo is unable to attack, but can cast a spell known by the spellcaster.