Baldur's Gate 3
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About this mod

Adds Echo Knight, Fighting Styles and BM manoeuvres (see below/articles to more details).

V0.02 Add higher level features for Echo Knight - see description

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Manifest Echo: At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet 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. | Initially set at 9 metre range |

Your echo has AC 14 + your proficiency bonus, 1 hit point, and 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 space. |AC set at 16. 1 hp, immune to most statuses |

On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. | If it becomes 18 metres away from knight it is destroyed |
  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. |Swap implemented |
  • 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. | Difficult to implement. You get a skill Swap Places - Attack. You swap with the echo, attack (you cant move or use BA), then use a new skill to return to original poisition |
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet 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. | Difficult to implement. You get a new skill Echo AOO. You target one enemy with melee range of your Echo. You make an attack. If you hit the creature has a status that if it moved it will take 1d10 slashing damage, at the cost of your reaction. If you miss it doesn't cost your reaction. If you use More Feats and take Sentinal- if you toggle it on, and hit,. the enemies movement is blocked. If the feat is toggled off it wors as normal |

Unleash Incarnation:
At 3rd level, 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 Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. | 1. Use Echo swap- Attack. 2. Attack and enemy. 3. This will unlock a melee attack. 4. If you have the Unleash Incarnation resource you can make an attack. If you use Action Surge you can then make another attakc using this resource. You currently get 3 uses per long rest |

Echo Avatar   
Starting at 7th level, 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 (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Implementation: not implemented, need some ideas to make this useful in BG3.

Shadow Martyr    Starting at 10th level, 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 feet 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. Implementation: if your Echo is active you can give -30 to enemy attempting to hit your ally and the Echo is removed.

Reclaim Potential     By 15th level, 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 Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Implemented: if your Echo is destroyed you gain 2d6+Con modifier in temporary hit points (I havent blocked already having temp hit points).

Legion of One   At 18th level, 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. Implementation: you summon two Echos (initialy they will be in the same space), and you regain one use of Unleash Incarnation on combat start if you dont have any left. Maybe this can be changed for a level 18 feature, ideas welcome.