Echoes

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This article complies with version 0.96 of Runarcana RPG

Contrary to the general perception of players, not every creature is just a bag of hit points to be defeated for experience. Many times during an adventure or campaign, the GM may feel the need to insert creatures that have a little more depth, either because they are at important points in the story, or even to make these creatures more memorable.

Creatures can be used as a basis to create Non-Playable Characters (NPC) quickly to fill the world, giving more substance through the Eco mechanic, which allows creatures to have characteristics linked to a class and/or a craft, making them more versatile and useful.

These changes are “Echoes” of a Class or a Craft, which allow the creature to have more depth, without creating a large balancing burden for it.

The objective of Echoes is not to replace classes, if a non-playable character is created with the aim of accompanying players, it is interesting that it is created using the rules for character creation and not a creature with the Echo mechanics.

An example for using Eco is a Noxian Blacksmith that the DM believes could be recurring during a campaign. Instead of simply giving a name, appearance and not having a character sheet, the master can choose a creature sheet and add the “Blacksmith's Echo” to it, which will grant that creature a minimum set of rules so that it can be used, from creating limitations to the types of services that the creature can provide or even being able to use it for combat if players want to do some harm to it.

This same Noxian Blacksmith may be a veteran adventurer already retired, having lived his days of adventure and glory but finally finding his place and setting up his forge. In addition to the “Blacksmith's Echo”, he can receive a “Forge Acolyte's Echo”, giving him knowledge and skills related to both his craft and his class.

Class Echo: The creature receives a characteristic for having this Echo and, based on its CR, may receive some additional characteristics.

Craft Echo: The creature receives one or more Crafts, with one of them being the main one, which grants it an effective level in the described office, which allows it to work with formulas.

It is not necessary for every NPC to have Echoes, most of the time they will not even have this differentiation, with the mechanic serving as an accessory for the GM to quickly create more interesting and even useful NPCs.

As in the two examples above, another creature can have just one class Echo, to give more substance to an encounter that may or may not be combat-oriented. A creature known for having only melee attacks, can surprise players by possessing an “Echo of the Scarlet Glyph Arcanist” and being able to use some hemomantic spells during a confrontation.

It is noted that a creature with a class is much more powerful than a creature without, so it is suggested that if it accompanies players for long periods of time its Role should be Soldier, Grunt or Minion. Elite or Paragons are reserved as rewards such as great feats or only summoned for decisive moments.

Creature Echoes were created to have lesser characteristics and resources, but in equivalence to players to be an example at lower levels and not steal or obfuscate their role when at equivalent levels offering some benefits if trained, recruited or “adopted” by the group, or simply hired or temporarily accompanying the group.

Transcribing Origins Into Types

Here, you will find practical suggestions for converting the fundamental characteristics of Origins into usable archetypes for Allies, allowing you to build antagonists, allies or simple inhabitants. See some suggestions below:

  • Antroplantae - Plant Type with Humanoid subtype
  • Chirean - Humanoid type with Beast subtype
  • Construct - Construct Type with the Humanoid subtype
  • Half-Dragon - Dragon Type with Shapeshifter and Humanoid subtypes
  • Minotaur - Humanoid Type with the unique Minotaur subtype
  • Troll - Humanoid Type with the unique Troll subtype
  • Vastaya - Humanoid Type with and Beast subtype
  • Yordle - Fey Type with Humanoid subtype

The suggestion above presents the basic ideas that you as a game master can take, if you want a Vastaya closer to a Vastayashai'rei, put the Beast Type with the Spirit subtype, or even Humanoid type with Beast and Spirit Subtypes, want an Ally that came back from the dead, put the Undead subtype and have fun!

Craft Echoes in Creatures

Craft Echoes allow the Master ways to develop and deepen everyday creatures, focused on fulfilling specific functions, allowing for a broader use of Crafts even if they are not possessed by the players. Here you will find guidance for enhancing a creature's abilities with a Craft, the abilities that can be acquired by the creature, and how it works in and out of combat situations.

When receiving a Craft Echo, the creature receives exceptional skills with a specific Craft, ideal for creating a skilled blacksmith, an alchemist seeking security or even a salesman who negotiates with the group. Creatures with a Craft Echo stand out among other creatures of the same type, but they are not strong enough to match PCs.

When a creature with a Craft Echo accompanies the party for long periods of time, it is recommended that its Role be maintained as Soldier, Grunt, or Minion. Roles like Elite or Paragon should be reserved for decisive antagonists or big story payoffs.

Using Craft Echoes

An ally with a greater focus on a Craft, specializing in using the most diverse techniques for creating items and executing Formulas.

When creating a Creature with this Echo, it is necessary to choose a Major Craft as the professional's Main Craft.

Craft Echo
Craft
Hit Dice: 1d6

Saving Throws: Constitution or the main Attribute of your Craft. If the CR is 10 or higher, it has both options.

Skills: This creature gains two Skills of your choice.

Main Craft. When choosing a Craft as the Main Craft, the creature gains specialty with it. Furthermore, from CR 2 onwards, it acquires the following benefits:

  • For each even CR, the Ally receives an additional Craft or additional Craft level, and can have a maximum level of secondary Crafts equal to their Main Craft level -1.
  • The Craft Level of the Ally's Main Craft is equal to its proficiency bonus up to a Maximum of 6.
  • Gains the characteristic Tract, with a value equal to 0.75 times the creature's CR.
    • Adds the value of Tract to the value in GP/Day that it can produce with its Main Craft

An Ally with this Echo also gains some abilities as they level up:

  • Competence: Starting at CR 2, this Ally adds its proficiency bonus to any roll involving his Main Craft.
  • Improved Specialty: From CR 4 onwards, this Ally becomes capable of executing Formulas of the Main Craft that are of a Craft Level above the one it has, receiving -1 on the Execution roll for each missing level. Ex.: A CR 4 Ally with Armorer as his Main Craft can perform the Level 3 Formula “Adapt Size”, receiving -1 on the roll to execute it.
  • Improved Workshop: Starting at CR 6, whenever the creature uses a Workshop from its Main Craft, the level of the Workshop is increased by 1. Additionally, when executing a Formula that has its Main Craft as part of the prerequisites, this Ally can temporarily raise the level of a secondary Craft even if it does not have the required level, as long as the required level is not higher than its maximum Main Craft level.
  • Channel Mastery: Starting at CR 8, this Ally is capable of achieving a “20” in a formula of their Main Craft up to one level below their maximum level. To do this, he must improve this formula with 1 additional day of work for each number below 20 obtained in the Craft roll. Ex.: A Weaponsmith who wants to make a Boar Sword with a natural 20 and gets a 17 on his Craft roll, can spend another 3 days to make that Sword have a characteristic of his choice from its natural 20 table.
  • Mobile Workshop: Starting at CR 10, as long as it has an appropriate Craft set, the creature performs Formulas of its Craft as if it were in a level 1 Workshop. Additionally, the effect of Improved Workshop now increases the Workshop Level by 2. Additionally, once every full rest, this Ally can use a Craft that it does not have in a formula that does not contain its Main Craft, at a level equal to 1 level below your maximum Secondary Craft level.

Modalities

When creating an Ally with this Echo, you must choose a Modality for it, defining how this character deals with situations, whether through combat, magic or persuasion. Choose one of the options:

  • Sorcerer - Sorcerers have natural magical capacity and their own mana reserves, being able to even cast spells.
  • Martial - Martials have some combat training, be it martial, monastic or other, being able to wield weapons with skill.
  • Merchant - Merchants are socially skilled, always trying to make good deals and maintain good relationships.
  • Professional - Professionals develop a specific type of variation of their Craft, possessing unique skills with it.

In addition to defining abilities for this Ally, this Modality also grants him a set of Knowledge related to the chosen Modality.

Sorcerer's Echo

The Sorcerer is a professional who has delved into arcane practices beyond their craft. Sorcerers have natural magical capacity and their own mana reserves, being able to even cast spells for the right price.

Spellcasting

Spell Lists

The Sorcerer chooses a mystery as his focus of study, and can choose cantrips and spells from that mystery.

Cantrips

The Sorcerer has access to a number of Cantrips equal to its Main Craft level +1, increasing as his Main Craft level increases.

Mana

The Sorcerer has itss proficiency bonus in maximum Mana points, available for spellcasting and executing formulas. From CR 4 onwards, the Sorcerer starts to add the Tract value to its maximum Mana points, showing its depth with magic.

Known Spells

During creation, the Sorcerer learns a spell, learning a number of new spells equal to its Tract value as that value increases. A Sorcerer's Maximum Spell Level is equal to ¼ of his CR (minimum 1).

Spellcasting Attribute

A Sorcerer's main Attribute is its spellcasting attribute, as its magic comes from its connection with its Craft. The Sorcerer can use its primary attribute whenever a spell or formula refers to a spellcasting attribute. Additionally, the Sorcerer use its primary Attribute modifier to set the saving throw DC for spells it casts and when making a spell attack roll.

Spell DC = 8 + proficiency bonus + primary Attribute modifier

Spell Attack Modifier = proficiency bonus + primary Attribute modifier

Knowledge

Knows the main suppliers of ingredients and components, religious and magical sites, ecclesiastical authorities, among others.

Martial Echo

The Martial is a professional who has knowledge of combat in addition to his knowledge of Crafts.

Martial Training

The Martial chooses between a simple weapon, a martial weapon, a natural weapon or unarmed strikes. He receives proficiency (and mastery with it, if he chooses a weapon) and can now add half of his proficiency bonus to the hit and damage of his attacks with the chosen option. Additionally, the Martial can choose to use his Main Attribute for Attack and Damage rolls.

Upon reaching CR 9 or higher, this Ally receives the Extra Attack characteristic, being able to perform a number of attacks equal to half its proficiency bonus. If the Ally already has Multiple Attacks, their quantity increases by ⅓ of its proficiency bonus.

Knowledge

Knows fighting circuits, where to get mercenaries, masters who can train in combative arts, notions of the regional crime structure, etc.

Merchant Echo

Among Professionals, Merchants are those who choose to focus on the commercial aspect of their Crafts, often as a way of becoming independent. The Merchant specializes in dealing with money and negotiations, and may have an advantage in skill rolls used during a sale.

Connections

Every Merchant is able to build important connections in their region, whether with royalty, the police force, the underground market, official or clandestine trade routes, among other possibilities. Over the course of your career, these connections can become even broader.

These connections allow the Merchant to purchase raw materials at lower prices, obtain high-ranking favors or even local protection, whether from the police or even from crime syndicates.

Knowledge

Knowledge of the region, knowing how to find things such as good quality raw materials, understanding how to quote the value of things, which merchants and professionals have good prices and which ones tend to increase the value

Professional Echo

When choosing this Eco, the Ally receives a Specialty, which works as a “subclass” of their Main Office, giving some unique additional benefits linked to it. Only one specialty can be chosen and it must have the professional's main profession as a prerequisite.

The Ally can choose one of the following Specialties:

Runesmith

Prerequisite: Main Craft - Weaponsmith

The Runesmith is a Weaponsmith who knows the secrets that go beyond forging and steel; Its mastery of runes allows for infusing weapons with magical properties and grant special abilities to those who wield its creations.

Runic Anvil

The Runesmith is able to weave runes on an anvil for 1 hour of work. When doeing so, it is possible to engrave one of the following three runes on a weapon as part of creating an item:

  • Firm Rune. This rune gives the blade resistance. This blade cannot be broken by non-magical effects.
  • Lustrous Rune. This rune grants a magical glow to the blade beyond the standard, it emits light in a 10 foot radius.
  • Efficient Rune. This rune gives the blade a higher offensive capacity, allowing it to inflict deeper wounds. The blade never dulls due to non-magical effects and adds +1 to weapon damage.

Only one rune can be placed per weapon at the time of its creation, a rune can be changed among the list by spending 1 hour of work. The item created at the end of this process is considered a runic item and not a magical item.

Pyrotechnician

Prerequisite: Main Craft - Alchemist

A Pyrotechnician is an alchemist who specializes in the creation and application of explosive substances or even the use of gunpowder.

Detonation Dosage

The Pyrotechnician creates substances that can be used as a weapon by other people. When creating a substance that can be thrown as an improvised weapon, the Pyrotechnician may spend 1 hour of extra work to alter the effects of these "potions" between one of the following:

  • Compressivity. Measuring the compression of a substance allows it to expand after the container breaks. Creatures within 5 feet of the creature or object hit must make a Dexterity saving throw with a DC equal to the attack's hit roll. On a fail, they take half the damage from the substance.
  • Volatility. Measuring the volatility of a liquid makes it possible to intensify its effects when in contact with air. When hitting a creature or object with the substance, the damage dealt increases by an amount equal to the Pyrotechnician's primary Attribute modifier during application.
  • Density. Measuring the density of a liquid allows you to change its weight and, consequently, the distance it can be thrown. Substances modified in this way have their damage reduced by one category, but the distance they can be thrown is increased by 10 feet.

Only one dosage can be made per substance at the time of its creation, but it can be changed between the options on the list, spending 1 hour of work.

Veneficist

Prerequisite: Main Craft - Apothecary

The Veneficist is an apothecary who delves into the use and creation of poisons and toxins, allowing him to create even more dangerous substances.

Venefic Manipulation

The Veneficist has extraordinary abilities to create poisons. This ability allows you to manipulate their properties to produce different effects when creating a poison.

  • Intensity. By intensifying the concentration of a poison, the Veneficist can increase its DC by half his proficiency bonus during its creation.
  • Longevity. When manipulating a poison, it is possible to increase its duration by half its original duration.
  • Complexity. By manipulating the concentration and percentage of different ingredients, it is possible to make their identification more difficult. Any rolls made to identify the poison at work are made with disadvantage.
  • Infectability. By messing with the base ingredients of a poison, it is possible to make it affect more resistant targets. The Poison produced ignores one level of resistance from the target.

Only one Manipulation can be done per substance at the time of its creation, but it can be changed between the options on the list by spending 1 hour of work.

Class Echoes on Creatures

Class Echoes allow the GM to add additional depth to creatures without turning them into full-fledged playable characters. Here you will find guidance for adapting classes to your creatures when necessary, understanding how their characteristics work outside the traditional scope of players.

When receiving a Class Echo, the creature gains access to reduced and simplified characteristics, thematically equivalent to the players' classes, but without overloading its record or directly competing with the table's protagonism. The goal is to offer narrative and mechanical versatility, creating more interesting and useful NPCs. Creatures with Class Echoes can serve as hired allies, mentors, temporary companions or Creatures that the group has somehow adopted on one of their adventures. They offer specific benefits, but should never overshadow the role of heroes, especially at equivalent levels. When a creature with a Class Echo accompanies the party for long periods, it is recommended that its Role be kept as Soldier, Grunt or Minion. Roles like Elite or Paragon should be reserved for decisive antagonists or big story rewards.

Creatures often do not replenish resources on rests, there are rare exceptions such as dungeon bosses, mounts and animal companions, but when a creature with a Class Echo that is accompanying the group gains the following characteristic (it does not need to be written on the sheet, but keep it in mind):

Travelling Companion. During a Short or Long Rest, a creature with this echo has a number of class hit dice to spend a number of times equal to its CR, only recovering these dice after a full rest. During a Long Rest, this creature recovers all mana points, or other resources that it naturally has on its sheet, such as Ki, Stamina, among others, unless it is a physical resource that can break or be consumed, such as ammunition for a firearm.

The characteristics suggestions below can be of great help at lower Challenge Ratings, but they can at some point overload the record of a creature at higher CRs. If this happens, you are free to do the following items

  1. Choose the feature that makes the most sense among them.
  2. Combine an existing creature effect with a Class Echo effect.
  3. Replace any Role or Type characteristics with Class Echo ones

Some Type Traits may be lost because the creature has overcome its wild or primal nature, prioritize Class Echo traits over any others.

Having a creature with a Class Echo, especially if it is going to accompany the group of players, will inevitably mean that it needs to have its own class and subclass progression. The exclusive benefits for players are designed for the same, being unbalanced for creatures if their progression was the same, with creatures having their own subclass progression, with 4 additional characteristics received according to their CR:

Secondary Progression. At each CR where the NPC's proficiency bonus is increased (5, 9, 13 and 17), he receives a new subclass feature based on the chosen Echo and 1 use of it. Additionally, whenever a new trait is received, he receives an additional use of all the traits he already has.

Acolyte Echoes

The Acolyte Echo represents creatures who channel faith, devotion, and spiritual power beyond the ordinary. More than healers, they are bridges between the sacred and the mundane, capable of restoring bodies, alleviating suffering and rekindling hope. For a group of adventurers, the presence of an Acolyte can mean relief after brutal confrontations or even the chance to reverse an early fall, always in a limited way and coherent with the support role that this Echo offers.

However, creatures with this Echo are not automatic servants or tools. An Acolyte follows his or her own beliefs and purpose, viewing heroes as part of a greater design. It is up to the Master to decide whether this Ally will be a temporary help, a faithful follower, a recurring spiritual influence or just a wandering mystic who appears in times of need.

Acolyte Echo
Acolyte
Hit Dice: 1d8.

Saving Throws: Choose between Charisma or Wisdom. If the CR is 10 or greater, you have both options.

Skills: Religion and choose two from History, Intuition, Medicine and Persuasion.

Spiritual Blessing: This Ally becomes a spellcaster and can cast spells from the Acolyte's spell list. In addition, it acquire the following benefits:

  • The Ally can use Wisdom as its Spellcasting attribute (or its original spellcasting attribute, if it already has one)
  • Its Base mana points are equal to its CR times its Threat Level.
  • Gain access to the Acolyte's progression table to determine the number of Known Cantrips and Max Spell Level.

Sacred Paths

When the party comes across an allied Acolyte, it soon becomes clear that he is not just a roadside healer. Your relationship with the spiritual shapes your conduct and presence in the group.

Protection. They are imposing figures who carry their faith as both a shield and a weapon and an extension of their mission. These Acolytes are ready to defend their allies with fervor. They gain additional AC equal to their proficiency bonus -2 (minimum 1). Additionally, you receive:

Path of Protection. All friendly creatures within 10 feet of this creature gain 1 additional DR.

Study. Having delved deeper into spiritual truths through observation and knowledge. Such an Acolyte can offer valuable advice on mystical events, analyze inscriptions, or even understand the effects of a spell that threatens the party. This Acolyte grants a bonus on any skill check to help decipher ancient texts, wall writings, or ancient prophecies equal to his proficiency bonus -2 (minimum 1). Additionally, you receive:

Path of Study. This Acolyte once each day can as an action observe an active spell (continuous effect, incantation, ritual, or magical aura) and understand its basic nature. The DM can then reveal to the group one of the following information:

  • The type of effect;
  • The origin or mystery of the spell;
  • A hidden consequence of the spell (such as a delayed effect or curse);
  • The safest method of disabling, dispelling or avoiding the effect if any.

The Acolyte must be within sight of or near the magic source (within 15 feet) and cannot use it against spells with an instantaneous casting time.

Works. They are the ones who enchant villages with simple blessings, strengthen allies with the right words, and channel their faith to inspire and affect even the most skeptical of hearts. This acolyte receives:

Path of Work. All creatures within 20 feet gain additional hit points equal to this creature's proficiency bonus - 2 (minimum 1) on healing spells or effects.

Echo of the Spiritual Rite

Some Acolytes live behind veils, with their eyes always looking beyond the visible world. An Ally with the Spiritual Rite is a guardian of the natural flow between life and death, and their role is to ensure that what belongs to the afterlife remains there or returns there if it escapes its destiny. It is not uncommon to find this type of Acolyte in haunted villages, forgotten ruins or near places where the spiritual world manifests itself with force. His presence is discreet, but his gaze passes through is fearless and firm against any ordeal or supernatural force.

Narratively Speaking

As an ally, he can help characters understand supernatural manifestations, deal with ghosts, vengeful spirits or even spirits that challenge the natural order. He channels his faith to purify, exorcise, and undo that which has been corrupted by the stagnation of the soul.

Servant of the Serpent Mother. During a long rest this acolyte can create a sphere 10 feet in diameter, creatures within the sphere are immune to the effects of environments of spiritual origin such as the Black Mist or similar environments such as a land infested by fiends or enchanted by playful and strangely charming spirits.

Subclass Feature
CR Feature
5 Prayer of Movement.As a bonus action, this Ally can choose one creature within 20 feet of him, and can target himself. The target deals bonus damage equal to this Ally's CR on its first attack roll of the turn against an Undead, Spirit, or Fiend within 1 minute.
9 Helping Hand. Whenever making an attack roll, this Ally can summon a Nagakabouros Tentacle to an unoccupied point within 5 feet of the attack target as part of the attack roll. If you have 1 or more Tentacles, the Ally can make them use their reaction to use one of their actions.
13 Trial of the Tides. When targeted by an attack roll, this Ally can use their reaction to summon a Nagacabouros Tentacle. Additionally, this Ally gains 1 DR for each Tentacle within 15 feet of it.
17 Spirit Test. This Ally chooses a creature within 30 feet, it must make a Charisma saving throw (DC 8 + proficiency bonus + Wisdom modifier), on a failure, the target is taken directly to the mother serpent's home, at the beginning of the turn she returns taking half of the Ally's CR in d10 radiant damage.

Echo of the Stars' Rite

Some say these acolytes came with starlight itself. Those who follow the Stars' Rite carry within them a serene glow and a presence that inspires comfort and reverence. These Allies emerge as healers devoted to relieving the world's pains not only of bodies but also of souls.

Narratively Speaking

As allies, these Acolytes are masters of healing and empathy. They can help the group in moments of great physical or emotional exhaustion, restore the vitality of the injured, purify bodies and environments, or bring comfort in events of great trauma.

Star Source. During a long rest, all creatures can restore 1 additional hit die or remove 1 additional point of exhaustion.

Subclass Feature
CR Feature
5 Heal. As an action, this Ally chooses a creature within 10 feet, that creature recovers an amount of hit points equal to half your Ally's CR (minimum of 1) times the Ally's Threat Level.
9 Purify. As an action, this Ally chooses one creature within 5 feet, that creature can reroll a saving throw against a persistent effect or regain any hit point maximum that has been reduced.
13 Not on MY Turn! With a reaction to seeing a creature within 30 feet reduced to 0 hit points, this Ally causes it to be reduced to 1 hit point instead.
17 Regenerating (Concentration). This Ally chooses up to 5 creatures it can see, they gain Regeneration at the start of their turns equal to twice this Ally's CR times this Ally's Threat Level.

Echo of the Forge Rite

There are acolytes who preach, others who heal. But those who follow the Rite of Forging prefer the sound of the hammer to prayer. This type of Ally carries faith through sweat, molding iron and spirit with the same determination. For them, healing is not just restoration, but reconstruction. Pain is a stage of refinement. Your blessings are like embers: slow, steady, and transformative. When the party finds an acolyte of this rite, they find a master of their own, someone who has seen the fire of life and chosen to become stronger through it.

Narratively Speaking

As allies, these Acolytes can reforge broken weapons, bless armor, temper the courage of companions and most importantly teach lessons in humility, courage and resilience.

Tempered Steel and Sharpened Blades. During a Short or Long rest, this ally can bestow one of the options below until your next full rest or die to a number of creatures equal to half its CR + its proficiency bonus. Only one option per creature.

  • +1 AC to armor.
  • +1 DR on armor.
  • +1 to Weapon Damage.
  • +1 to Hit Roll on a weapon.
Subclass Feature
CR Feature
5 Reinforce Weapon. As a bonus action, this Ally can reinforce with spiritual energy a weapon that an allied creature is wielding or using. Until the end of the reinforced creature's next turn, its attacks with the Weapon ignore one degree of damage resistance from the weapon.
9 Reinforce Armor. As an action, this Ally can reinforce armor that an allied creature within 5 feet of it is wearing, until the end of its next turn, the armor grants whoever is wearing it resistance against magical physical damage.
13 Light the Forge (Concentration). As an action, this Ally can create a 15-foot sphere around him or her. For 1 minute, all allies within this area decrease their critical range by 1 and can reroll attack rolls that fail.
17 Anointed by the God of the Forge. As a reaction, this Ally can create a momentary area around itself, blocking line attacks and projectiles, all allies within the area automatically pass any line effect saves, receive the Ally's CR in temporary hit points, and receive +3 on attack rolls and +3 to AC until the start of this Ally's next turn.

Arcanist Echoes

The Arcanist Echo represents beings capable of manipulating the laws of the arcane and whose very existence vibrates with the magical fabric of Runeterra. Alongside the group, an Arcanist is guided by their own quest, whether for knowledge, balance, power, or redemption. By accompanying players, it can offer answers to riddles, identify unknown spells, or even intervene in combat with impactful spells. Still, his role is closer to that of an autonomous scholar, an enigmatic ally who acts when necessary, often with his own purposes and a logic that is difficult to decipher.

Arcanist Echoes
Arcanist
Hit Dice: 1d6.

Saving Throws: Intelligence or Wisdom. If the CR is 10 or higher, choose the other option.

Skills: Arcana and choose two from Deception, History, Intimidation, Insight, Nature, Perception, and Religion

Arcana. This Ally receives a number of Arcana Points equal to its CR. Recovers all spent Arcana points after a Long Rest.

Versed on the Arcane: This Ally becomes a spellcaster and can cast spells from a mystery chosen by the GM during its creation. In addition, it acquire the following benefits below:

  • The Ally can use Intelligence as its Spellcasting attribute (or its original spellcasting attribute, if it already has one)
  • Its Base mana points are equal to its CR times its Threat Level.
  • Gain access to the Arcanist's progression table to determine the number of Known Cantrips and Max Spell Level.

Awakened Spark

When creating this Ally choose what your awakening is, which describes what your main call to the Arcane is, it is the specialized manifestation of a mystery of magic.

Celestial. This Arcanist receives its CR as mana points in addition to mana points from any source it possesses.

Elemental. Choose an elemental mystery. This Arcanist has the cost of its chosen mystery spells reduced by an amount equal to its proficiency bonus - 2 (minimum 1). Spell costs cannot be reduced to 0.

Spiritual. This Acanist reduces the cost of spells with the Ritual descriptor by 1 mana point. The cost of spells cannot be reduced to 0. Additionally, it can assist in casting other creatures' rituals by reducing the Ritual DC by a value equal to its proficiency bonus - 2 (minimum 1).

Arcane Signature

Every Arcanist has a unique form that they have developed through great study, training, sacrifice, or a bit of everything. When creating this Ally, in addition to the spark, you can choose its Arcane signature, an additional and unique way that each arcanist developed to cast their spells, choose an attribute (except Intelligence), receiving effects as the CR increases.

Arcane Signature
CR Signature Development
5 Mana Reserve. When accompanying players, this Ally recovers additional mana points equal to the modifier of the chosen Attribute at the end of a long rest.
9 Phenomenal Powers!. When casting spells, this Ally adds the modifier of the chosen attribute to its damage or healing.
13 Advanced Spellcasting. When casting spells, this Ally adds the modifier of the chosen attribute to the spell's attack roll.
17 Enhanced Concentration. This Ally can maintain concentration on an additional spell, but receives disadvantage on its checks to maintain Concentration on spells when doing so.

Echo of the Ashen Glyph

Every Arcanist is born with the gift of magic imbued in their bodies, many of whom are born with unique powers to channel the elements or bursts of luminous energy, but there are few who are born linked to the Realm of Death itself. An Ally with the Echo of the Glyph of Ashes is a scholar with a great thirst for discovery, the hidden and the forbidden, someone who seeks to understand all the mysteries of death, no matter what sacrifices they have to make to do so. When encountered by the group he can be seen studying the impact of magic on flora, or fauna, or even as the last survivor of a ruined expedition.

By choosing the Ashen Glyph for this Ally, he gains access to the Mystery of Necromancy.

Narratively Speaking

As an ally, this arcanist is a scholar of the occult arts of death, perhaps a Death Grip cultist who seeks to redeem himself or even spy on the group, perhaps he could be one of the many specters of the Shadow Isles who is helping the group, either way he is a scholar who can help the group solve arcane riddles and methodically deal with various mysteries of death.

Academic of Death. During a long rest, this arcanist can perform a small arcane experiment. Granting advantage on the first Intelligence test (Arcana, Religion or Investigation) performed by each member of the group in the next 24 hours.

Subclass Feature
CR Feature
5 Anchor the Soul. This Ally has an object in which their soul resides, while the object exists this Ally will not die. When reduced to 0 hit points, this Ally can use their reaction to return with half their maximum hit points, creating a new body 10 feet away from the object. If the object is destroyed in any way, when using this ability or after 1d10 days of its death, this Ally will return as an Undead - Spectral.
9 Knowledge of the Afterlife. When casting a Necromancy mystery spell, this Ally can add his CR to the damage. Additionally, he can spend 1 Arcana Point to recover Hit Points equal to half the damage dealt. Additionally, once per full rest, this Ally is under the effect of the Protection from Death spell.
13 Gray Threshold. This Ally creates a Gray Monolith, a Large object up to 15 feet tall by 10 feet wide, opening a threshold to the Gray Realm. The monolith has triple the CR in hit points, 17 AC, 2 DR and is an immobile object. For 1 minute or until destroyed, at the start of each of this Ally's turns, the monolith creates 4 Iron Soldiers. If 5 Arcana Points are spent while using this ability, the Gray Monolith creates 2 Dread Revenans. At the end of the duration, if the Monolith is destroyed or if this Ally is reduced to 0 Hit Points, the Summoned Undead disappear.
17 Avatar of the Realm of Death (Concentration). This Ally gains an aura of swirling spirits, while focused on it, he ignores 1 degree of creature resistance against spells that deal Necrotic damage, and saving throws against Necromancy mystery spells cast by you are made with disadvantage. If 10 Arcana points are spent in the process, this effect becomes passive instead of Concentration, lasts for 1 minute, increasing the damage by 2 dice and the save DC of your spells by 2.

Echo of the Elementalist Glyph

There are glyphs that shine, others that burn. But the Elementalist draws the world with lines made of primordial force. This type of arcanist doesn't just cast elemental spells, he breathes the elements, feels their pulses, understands and expresses their moods. For them, elemental power is not a weapon, but an ancient language. The wind talks, the earth waits, the water watches and the fire responds first. When the group encounters an Elementalist Glyph Arcanist, they find a scholar who is passionate about what he does and who is seeking to understand every facet of this world, or an indomitable force of nature.

When creating this Ally, he receives an elemental mystery, this mystery is considered the main mystery, receiving an additional elemental mystery in the CRs in which the value of his proficiency bonus increases.

Narratively Speaking

As an ally, this arcane is a very erudite sage linked to the very elements of the earth that surround him or a short-tempered being as mutable and volatile as fire and air, whatever their elemental connections they are capable of understanding the mysteries of nature itself through the elements themselves and feeling when they are distorted by some external force. When they accompany the group, they may be wise men from tribes linked to the elements, powerful elementals recently formed or weakened by some change in the balance of the world.

Harmonize Element. During a Long Rest this arcanist can perform a series of experiments with elemental residues. At the end of the long rest, choose an elemental mystery that it has access to, the Ally creates a number of Elemental Ampoules equal to its Intelligence modifier. An allied creature can break the vial as a bonus action to gain 1d4 DR the elemental damage associated with the element used to create the ampoule on the next attack they receive.

Subclass Feature
CR Feature
5 Elemental Domain. When being the target of an attack roll or making a save whose damage is related to an elemental mystery that it has access to, this Ally can choose to have resistance to damage. When spending 1 Arcana point while using this skill, the resistance level increases by 1.
9 Concentrate Element. Whenever this Ally casts an elemental spell of his main element, the damage or healing dice scale increases by 1. Additionally, this Ally can spend 1 Arcana Point to increase the number of dice by 1, up to a maximum of 5 points.
13 Elemental Mastery. Whenever he casts an elemental spell, this Ally can switch the elemental damage to a damage type from an elemental mystery they have access to. If 5 Arcana Points are spent during casting, this Ally can choose a number of creatures equal to their proficiency bonus to take no damage.
17 Heart of the Elements. This Ally enters a state of communion with the chosen elements that lasts up to 1 minute. Every time you cast an elemental spell in this state, you can cast a second spell of a different elemental mystery, as long as it is not Concentration. If 10 Arcana points are spent using this ability, every spell cast takes an additional 1d10 damage related to all elemental mysteries acquired through this Echo.

Echo of the Magus' Glyph

The Glyph of the Magus represents magic in its purest state. Its practitioners are not dedicated to a specific element, but to understanding mana as the foundation of everything. Many believe that the other glyphs were born from this one. Someone marked by this Glyph sees magic as structure and language, studying its rules to shape the world naturally. When encountered by the party it can be found as a scholar of ancient runes, ancient places of power that now for some reason no longer function, or a guardian or user of an ancient rune.

By creating this Ally, he gains access to the Mystery of Runomancy or Ethermancy.

Narratively Speaking

As an ally, this arcanist is a classic fantasy example of a studious mage centered and focused on his research, whether high in his tower or deep in a hidden fortress. When he accompanies the group, he can be someone looking for special elements for advanced research into magic or a wanderer in search of very powerful artifacts and trying to keep them in a safe place.

Crystallize Mana. During a Long Rest this arcanist can perform a series of experiments with mana from the environment, at the end of the long rest, the Ally creates a number of Mana Shards equal to its Intelligence modifier. An ally who can cast spells can absorb a shard as an action to recover 1 + the Ally's arcane signature modifier in Mana Points. The Mana points from this shard dissolve into air after 24 hours and a creature can only absorb 3 shards at a time. If a creature absorbs 4 or more shards, it starts Burning Mana until its next Long Rest, that is, every time it casts a spell, it doubles the mana cost of spells.

Subclass Feature
CR Feature
5 Mana Beam. This Ally has the Arcane Shot trick and now receives double mana points per CR. If you spend 1 Arcana Point while using the Arcane Shot trick, the damage is increased by +1 per die up to a maximum of +3 when spending 3 Arcana Points.
9 Arcane Polishing. When this Ally casts a spell that requires an action, he can use it as a bonus action. If he spends 3 Arcana Points when casting, he can cast an additional spell with the same action, the spell must have a casting time of one action.
13 Nullify or Reflect. When this Ally or an allied creature within 30 feet of them is the target of a spell or magical effect, they can use a reaction to negate the spell or magical effect as if they had cast Counterspell. If he spends 5 Arcana Points, he can redirect the spell or magical effect to another target within the spell's range and its damage becomes Force damage.
17 Mana Avatar. As a bonus action, this Ally can create a sphere of mana 10 feet in radius around him, spells and lasting magical effects have their effect temporarily suppressed and spells that enter or are cast within the sphere that cause damage have their damage die reduced to d4. By spending 10 Arcana points, this Ally can choose which creatures are immune to this effect, but this characteristic becomes a Concentration effect.

Marksman Echoes

The Marksman's Echo represents creatures who have mastered the art of firearms, a skill young in the world but already marked by deadly accuracy. Unlike archers and traditional projectile throwers, Marksmen rely on ingenuity, aim and sangfroid to turn their shots into their main advantage on the battlefield. They understand the weight and power of gunpowder, using it to control the field, protect allies from a safe distance, and neutralize threats before they come close.

Despite the recent origin of firearms, the Shooter is not inexperienced. The discipline required to wield such volatile weapons requires focus and training, making this Echo ideal for creatures linked to militias, border guards, modern mercenaries, or daring inventors. For the GM, an Ally with this Echo serves as tactical support, sentry or impact force at critical moments.

Marksman Echo
Marksman
Hit Dice: 1d8.

Saving Throws: Dexterity or Wisdom. If the CR is 10 or higher, choose both options.

Skills: This Ally receives the Technology skill and can choose two among Acrobatics, Intuition, Medicine, Perception, Sleight of Hand, Stealth and Survival.

Astra: This Ally receives a firearm as additional equipment, while wielding his Astra, the Ally receives the following benefits:

  • The Ally's proficiency bonus is added to the weapon's damage;
  • The Astra's range increases by 5 feet/10 feet;
  • The Astra's error decreases by a number equal to half the Ally's proficiency bonus;
  • The Strength required to use the weapon decreases by a number equal to half the Ally's proficiency bonus;
  • The Ally can use its bonus action to reload the weapon;

An Astra doesn't work in the hand of anyone other than a creature with Marksman's Echo or a player with the Marksman class. If it is away from its bearer for more than a day, it loses its enchantment and can only function as a common firearm again if a gunsmith repairs it. If a Marksman finds it, and it has not been modified back into a normal weapon, he can make it an Astra again as a bonus action.

Bravery

A creature with this Echo receives Bravery Points, a resource that represents its almost supernatural impetus to get in and out of danger in its own way, activate wiles and receives bonuses to its Echo Characteristics. A creature receives Bravery Points equal to half its ND in addition to the value in the Table below

Bravery Points
Role Additional Bravery Points
Minion
Grunt 1
Soldier 2
Elite 4
Paragon 5

Load Ruse. All Trail Echoes have 2 Trap options, one at CR 10 and the other at CR 20, each one uses a point of Bravery to be activated, and has a use indicated on its left, these different uses from other class echoes are exclusively to name how many uses of Carry Trap this Ally can perform, if they do not use it, they only spend 1 point of Bravery per Trap.

Echo of the Atrnach Trail

Some Marksman discover early on that distance is not always synonymous with safety. An Ally who follows the Atrnach Trail is one who relies more on his own audacity than on cover or retreat, advancing where others hesitate. Armed with dispersion weapons and an abundance of gunpowder, he turns close confrontations into deadly gambles, in which only those who remain cold-blooded survive. For the Master, an Ally with this Echo represents an aggressive and unpredictable force, ideal for intense and claustrophobic encounters. Whether as a dogged defender, a reckless mercenary, or a survivor hardened by battles too close for comfort, the Atrnach does not back down when death approaches—he meets it with the barrel aimed and his finger firmly on the trigger.

When you create an Ally with this Echo, he receives a bonus to his damage rolls with weapons with the Dispersion property equal to half his proficiency bonus. Furthermore, this Ally can choose which creatures can or cannot make a save within the dispersion area of ​​their shots with these Firearms.

Narratively Speaking

As an ally, this Marksman is an agent of chaos, in a short-tempered style, preferring to enter through the front door in front of all enemies and, by luck, bravery or pure ignorance, emerge unharmed from all the traps and obstacles in his path. When accompanying the group they are found to be bounty hunters, piltover guards operating almost illegally or roe deer just looking for treasure and a mug of drink.

Prepared for Everything. During a long rest this Marksman can psychologically prepare his allies for the next battle, for the next 24 hours all creatures present during the long rest gain 1 danger charge, when expending this charge at the start of combat, the creature gains advantage on its next Initiative roll.

Subclass Feature
CR Feature
5 Facing Danger. This Ally can, as a bonus action, double its speed. When doing so, the Ally gains half of its CR as additional DR until the start of its next turn. As part of this bonus action, the Ally can spend up to 3 Bravery Points, receiving +1 DR for each additional Bravery Point spent.
9 Ruse - Bulletproof. As a free action before using its movement, this Ally can reduce its speed by 10 feet. When doing so, the Ally gains immunity to effects tha would knock, push, or pull the Ally for 1 minute. When spending 5 Bravery points with this effect, the Ally also gains resistance against Slashing, Piercing, and Bludgeoning damage for the duration of the effect.
13 Dispersion Specialist. Weapons with the Dispersion property increase their scatter range by 10 feet. Additionally, as part of an action, this Ally may choose to forego using Multiattack to increase the spread range by 5 feet for each attack they would make. When using this effect, the attack deals 1 additional die of damage for every extra 5 feet of range received.
17 Ruse - Wandering Tank. When activating this Trap the Ally's movement becomes 0 and, upon doing so, they receive 40 feet of additional range and an amount of temporary hit points equal to twice their CR. When spending 5 Bravery points, the temporary hit points become 6 times the Ally's CR and, while he has these temporary hit points, this Ally is immune to debilitating conditions and recovers 6 hit points whenever he damages other creatures with his Astra.

Echo of the Desperado's Trail

Some Marksmen survive not by the power of their weapons, but by never being caught. An Ally who walks the path of Desperado is driven by instinct, cunning, and a trigger too quick for ordinary eyes to follow. He is always on the move, even when he appears calm, as if he anticipates the next danger before it fully reveals itself. It is not uncommon to find Desperados in unstable borders, cities marked by constant conflict, or as survivors of modern wars too much to forgive mistakes. For the Master, an Ally with this Echo represents mobility, unpredictability and constant pressure, ideal for dynamic encounters or tense duels. Desperado does not dominate the field through brute force, but through the uncomfortable certainty that, when danger manifests itself, he is already one step ahead.

When creating an Ally with this Echo, she receives 10 additional movement, does not provoke attacks of opportunity and receives the Evasion characteristic. Furthermore, she can have two Astras if they are light weapons and have the same type of name (Example: 2 pistols, 2 garruchas, etc.) and receives an additional attack to her multiple attacks made with her astra, if she does not have multiple attacks this Ally will have one.

Narratively Speaking

As an ally, this Sniper is an expert in getting away with the most diverse situations, preferring to let others take the lead while securing his own escape route, preferring to defeat his enemies with cunning and strategy. As allies of the group, they can be found as Piltovan guardians careful in their investigations, cunning bounty hunters or even inventors who create their own firearms and use them strategically.

Keeping one eye open. During a long rest this marksman always remains on alert, protecting the group from possible dangers, this Ally and a number of target creatures equal to his proficiency bonus cannot be surprised for the next 24 hours after the next initiative roll all creatures present during the rest receive an additional reaction to:

  • Move half their movement speed;
  • Make an attack roll;
  • Cast a spell or use a class or origin feature that has the prerequisite of a bonus action.
Subclass Feature
CR Feature
5 Always Alert. When targeted by an attack roll, this Ally can use its reaction to gain its Proficiency Bonus as additional AC until the start of its next turn. Additionally, this Ally has advantage on initiative rolls.
9 Ruse - Chase Target. When using this Ruse as a bonus action or reaction, this Ally can move 10 feet in one direction, this movement does not provoke attacks of opportunity, and does not consume the full movement of your turn. When spending 5 Bravery points and Concentrating on this effect, for 1 minute your attacks become charged, adding your CR to your attacks as additional damage.
13 Repetitive Strain Injury. Whenever this Ally makes a damage roll against a creature, it can choose to make a number of attacks equal to or up to its proficiency bonus. If the number of extra attacks for this characteristic exceeds 1/3 of this Ally's CR, its Astra breaks at the end of your turn.
17 Ruse - Finger on the Trigger. This Ally fires a volley of projectiles from its Astra, in an area within the range of the Astra, chosen during the creation of this Ally, from the options below:
  • Line. With a width of 5 feet and a length equal to ½ the Astra's normal range.
  • Cone. With an area equal to ⅓ the Astra's normal range.
  • Circle. With a radius equal to ¼ the Astra's normal range.

Creatures in the area must make a Dexterity saving throw DC 10 + proficiency bonus + Dexterity or Wisdom modifier, and the damage is equal to the combined number of dice attacks the Ally can make that turn. By spending 5 Bravery points, this Ally doubles the range and increases the number of dice by its proficiency bonus. 

Echo of the Vanator Trail

Some Marksmen choose to make use of the distance caused by the weapons they use, using them to control the battlefield and benefit their allies. An Ally who follows the Vanator's path stays out of danger and supports the fight from a safe position, often staying at a strategic point where he has a privileged view of the enemies. Vanators usually work as support for groups or defending important locations from enemies that approach them. For the Master, an Ally with this Echo represents a supportive strategist, willing to put others in harm's way, ideal for situations where an objective, object or location needs to be protected from enemies. The Vanator is a ranged combat specialist, always seeking to keep all variables within reach.

When creating an Ally with this Echo, whenever she or an allied creature within 20 feet is the target of an attack from a creature within range of her Astra, this Marksman can use a reaction to make an attack with her Astra against the attacking creature. Additionally, if this Ally's Astra has the Explosive property, he can choose a number of creatures in the explosion area equal to or less than half his CR, these creatures automatically succeed in the save against explosion damage.

Narratively Speaking

As an ally, this Marksman specializes in keeping his distance and using advantageous positions to deal with enemies, being particularly skilled in ambushes. When accompanying the group, these shooters are found as Piltovan siege shooters, ship cannoneers or even wall defenders specialized in particularly advanced weapons.

How to Defend Your Post. During a long rest this Marksman can prepare the group to defend a specific location, analyzing and strategizing based on the location, covering a radius of 5 times this Ally's proficiency bonus. For the next 24 hours, all creatures present during the long rest receive the following benefits while within the chosen area:

  • +1 on hit rolls against targets outside the area;
  • +1 to Perception and Investigation tests within the area;
  • +1 to Dexterity saves made within the area.
Subclass Feature
CR Feature
5 Vanguard Artillery. If he has not yet moved during his turn, this Ally can give up his movement, reducing it to 0. Until the end of the turn, he can choose to receive one of the benefits below:
  • Does not receive disadvantage when attacking within the Astra's maximum range. (only for Long Firearms)
  • Attacks with Astra receive a hit bonus equal to half the Ally's proficiency bonus.
  • Attacks with Astra receive a damage bonus equal to the Ally's proficiency bonus.
  • Adds half of this Ally's CR to the damage caused by the explosive property. (only for Cannons)
9 Ruse - Overwhelming Shot. As an Action, this Ally can fire a powerful shot in a line 5 feet wide and long equal to half your Astra's normal range. Creatures in the area must make a Dexterity saving throw (DC 8 + Dexterity or Wisdom modifier + Ally's proficiency bonus), on a failure, they take damage from your Astra. If the weapon has the Explosive property, the explosion is centered on the last target hit. By spending 5 Bravery points, this Ally can choose to fire all of their Astra's ammunition with this attack, dealing 1 additional die of damage per ammunition spent, additionally, the attack ignores a DR value equal to half of this Ally's CR.
13 Branch Specialist. Upon receiving this benefit, the Ally permanently receives one of the benefits below:
  • Distance Expert: When wielding Long Firearms, their normal and maximum range increases by 50%.
  • Explosion Specialist: When wielding Cannons, the radius of the explosive area increases by 5 feet.
17 Ardil - Rain of Bullets. This Ally fires a volley of projectiles from its Astra, in a circular area within the Astra's maximum range, with a radius equal to 1/4 of the Astra's normal range. Creatures in the area must make a Dexterity saving throw DC 10 + proficiency bonus + the Dexterity or Wisdom modifier, the damage dealt is equal to the combined number of dice of attacks it can make in the turn, if the weapon has the Explosive property, the explosion effect occurs in the center of the area of ​​effect. When spending 5 Bravery points and Concentrating on this effect, the effect extends for up to 1 minute (or as long as the Ally's Concentration lasts), forcing creatures that enter the area or start their turn there to perform the save or suffer damage from the effect. For the duration, this Ally can use an action to move the area of ​​effect to a location within the Astra's maximum range.

Bodhisattva Echoes

The Bodhisattva Echo represents creatures that walk the path of plenitude, seeking balance between body and spirit through the manipulation of internal energy and skillful body techniques. These Allies possess martial skill combined with Ki control, making them clear representations of monastic apprentices or masters of their doctrine, in both cases, being an example of physical prowess and skill.

Although each individual seeks fulfillment in their own way, every Bodhisattva follows a specific Doctrine, being excellent guides on their path or teachers passing on their techniques. For the GM, an Ally with this Echo can still function as a temporary (or permanent) ally against specific enemies and dangers that contradict his Doctrine.

Bodhisattva Echoes
Bodhisattva
Hit Dice: 1d10

Saving Throws: Dexterity or Wisdom. If the CR is 10 or higher, choose both options.

Skills: Perception and choose two from Acrobatics, Athletics, Stealth, History, Intimidation, Intuition, Medicine, Nature, Persuasion, Sleight of Hand, Religion and Survival

Seeker of Fullness. This Ally can now use Bodhisattva weapons, ignoring their "Improper" property, in addition to being able to use Dexterity instead of Strength in unarmed attack rolls or with natural weapons. In addition, the Ally acquires the following benefits:

  • Its base Ki points are equal to half its CR times its Threat Level.
  • Gain access to the bodhisattva's progression table to determine the Martial Dice and the amount of Vel the Ally can possess.
  • When using its action for an Attack or Multiattacks with unarmed strikes or a Bodhisattva weapon on its turn, this Ally can perform an unarmed strike as part of that action.

Sutras

A fundamental part of cultivating harmony between body and spirit through Ki is the use of unique techniques known as Sutras. When creating a bodhisattva Ally, choose a General or Bodhisattva Sutra, this Ally gains an additional Sutra whenever he receives a new Echo Trait.

Echo of the Shojin Monastery Doctrine

Members of Shojin Monastery seek to achieve wholeness through draconic teachings and strengthening their bodies, increasing their connection with the spiritual world. An Ally who follows this Doctrine can be anything from an Ionian warrior or defender to a Master who passes on the teachings, always being an individual with physical abilities and martial feats that exceed common human limits.

When creating an Ally with this Echo, while not wearing armor, it receives a bonus to its AC equal to half its proficiency bonus. Additionally, this Ally has the damage of its unarmed strikes increased by one category.

Narratively Speaking

As an ally, this bodhisattva is a warrior who does not start fights, but does not fear danger, always willing to seek a solution for the greater good through his agility and martial prowess, even if the means used are not the most peaceful.

Dragon's Apprentice. As part of a Long Rest, this Ally can pass on the dragon's teachings to a number of creatures equal to their proficiency bonus, until the start of the next Long Rest these creatures receive +1 category of damage on unarmed strikes (the damage dice cannot become greater than the Ally's Martial Die through this effect) and can understand the Draconic language.

Subclass Feature
CR Feature
5 Draconic Warrior. Your unarmed and Naginata attacks have their critical range reduced by 1. Additionally, this Ally can learn a Shojin Sutra, and can learn a new Shojin Sutra at CR 10, 15 and 20.
9 Draconic Agility. As a bonus action you can spend one use of this ability to gain Dodge effects. Additionally, this Ally does not cause attacks of opportunity when moving away from enemies.
13 Draconic Reflexes. After landing a melee attack, this Ally can use their reaction to make an additional unarmed attack against the target and, on a hit, their AC is increased by +1 until the start of their next turn.
17 Dragon's Fury. When spending Ki points with a Shojin Sutra, you can use this ability to strengthen your next unarmed attack roll or with Naginata, increasing the damage category and critical multiplier of the next attack by an amount equal to the amount of Ki points spent with the Sutra.

Echo of the Hakensai Technique Doctrine

The hakensai technique has few practitioners, with them being particularly reclusive about their techniques, making their ability to manipulate the elements through their ki something particularly unique. The discipline and skill necessary to master the techniques together with the individuality that each element carries reflects directly on its practitioners, having behaviors that metaphorically reflect their respective elements. Users of this technique range from apprentices looking for their path to masters looking for apprentices to keep their style alive.

When creating an Ally with this Echo, you must choose an element between Water, Earth, Fire, Air, Ice or Lightning. When using elemental Sutras with the chosen element, the Ally ignores the material component. Additionally, you must choose a simple, martial or bodhisattva weapon that does not have the heavy and special properties, this weapon becomes the Ally's Elemental Weapon, which has its AC increased by 1 while wielding the weapon.

Narratively Speaking

As an ally, these bodhisattvas are rare and reclusive, prioritizing the progression of their technique's path above all else, seeking ways to propagate it or create a deeper connection with their element.

Elemental Mastery. As part of a Long Rest, this Ally can craft a number of special shinpus of his element equal to his proficiency bonus. A creature can activate a Shinpu as a free action by dealing damage from the chosen element, increasing the damage die by one category and consuming the shinpu in the process.

Subclass Feature
CR Feature
5 Elemental Strike. Spending an action and 2 Ki points, the Ally launches an empowered strike with his Elemental Weapon, dealing his Martial Die as damage of the chosen element and causing a secondary effect based on the Effects for Spells by Damage Type table available in Chapter 10: Magic.
9 Sharpen Weapon. As a bonus action, the Ally can spend up to 3 Ki points to add a bonus to attack and damage rolls with their Elemental Weapon equal to the number of Ki points they spent. This bonus lasts 1 minute and does not affect magical weapons that already have hit and damage bonuses. Additionally, the cost of elemental Sutras of the Ally's element is reduced by 1 (minimum 1).
13 Reflection of the Elements. The Ally gains resistance to elemental damage of the chosen type and to damage dealt by the Elemental Weapon. Additionally, the Ally's attacks cause their proficiency bonus as additional elemental damage of the chosen type.
17 Elemental Apex. The Ally receives immunity to your elemental damage and your attacks that deal this type of damage ignore one degree of the target's resistance.

Echo of the Shinobi Way Doctrine

The shinobi way is an Ionian doctrine with multiple aspects, two Orders of which are known: the Kinkou Order and the Order of Shadows, both treading their path on the threshold between the spiritual realm and the material world. Practitioners of this doctrine develop not only physical espionage, stealth and infiltration skills, but also techniques that create bridges between the practitioner and the spiritual, which is also directly reflected in their roles in society. Members of the Kinkou Order are defenders of the balance between spiritual and material, and are often involved in disputes against Inferiors or individuals who seek to exploit spirits. Members of the Order of Shadows, on the other hand, use their shadow manipulation skills and spiritual mastery to defend the material world, and may even get involved in political conflicts in their region.

When creating an Ally with this Echo, it is necessary to choose an Order and a School for it, granting it access to the Sutras of that School. Additionally, the Ally receives the abilities Neio (being able to add half his Wisdom modifier to any roll made a number of times equal to half his proficiency bonus per full rest) and Neiyar (choosing a number of bodhisattva weapons equal to half his proficiency bonus as his primary focus, increasing their damage by one category).

Narratively Speaking

As an ally, these bodhisattvas are bridges of balance between the physical and the spiritual, often serving as guides or protectors of the line that divides the planes. The Order of Kinkou is commonly involved in conflicts that directly involve spirits, while the Order of Shadows tends to be more related to the material world.

Monomi. As part of a Long rest, this Ally can perform a kind of spiritual ritual and choose himself and a number of creatures equal to his proficiency bonus to temporarily receive an ability boost in relation to the spirit realm, receiving one of the following benefits for the next 24 hours:

  • +1 on Investigation or Perception checks to find or detect spirits and creatures from the spirit realm
  • +1 to hit rolls and spell DCs against these creatures
  • +1 on saving throw against effects from these creatures
Subclass Feature
CR Feature
5 Shinobi School. This Ally chooses a Shinobi School from one of the Traditional schools (Spiritual School, Protection School and Twilight School) or Dark schools (Dark School, Umbral School and Night School). This Ally learns one Sutra from your School, learning additional Sutras with each new subclass feature gained.
9 Agile Irregularity. This Ally's critical range with the weapon type chosen as Neiyar's focus is reduced by 1.

Additionally, this Ally can use a reaction to reduce damage taken from an attack by an amount equal to your proficiency bonus. The first attack received in combat suffers this reduction without the need to use the skill.

13 Shinobi Deepening. The Ally can choose a new Shinobi School, maintaining the original choice between Traditional or Dark schools, being able to choose between its options or the previously chosen school when receiving a new Sutra. Additionally, the critical multiplier of this Ally with the weapon type chosen as Neiyar's focus is increased by 1.
17 Spiritual Reflections. When this Ally is the target of a damaging attack, ability, sutra, or spell, he can use his reaction to gain his Wisdom modifier (multiplied by his Threat Level) against the effect's damage type (except true damage). After using this ability, the Ally receives the following effects for 1 minute:
  • The Ally receives resistance to the damage type of the original effect;
  • If the Ally is the target of the effect that originally caused the use of Spiritual Reflexes, the Ally receives half of its Wisdom modifier added to its AC for this effect or the saving throw to resist it;
  • Once per round, when a melee attack targeting this Ally fails to hit, the Ally can make an attack of opportunity against the attacker.

Brute Echoes

Brute's Echo represents allies capable of transforming battles into storms of flesh and steel, examples of pure primal force in motion. Unlike disciplined warriors or well-trained soldiers, he carries within him the fury of his anima, an instinctive flame that guides him as if it were a second consciousness. Alongside a group, a Brute is not just a frontline fighter, he is the wall that resists when everything collapses, the avalanche that opens the way when victory seems unattainable.

It is up to the GM to decide whether this Ally can be used as a hired bodyguard, an unexpected ally who joins the group out of necessity, or even as a cultural symbol of a region. He helps the group by taking on the role of front line, absorbing punishment and opening gaps with devastating attacks.

Brute Echo
Brute
Hit Dice: 1d12.

Saving Throws: Choose between Strength or Constitution. If the CR is 10 or greater, you have both options.

Skills: Athletics and choose two from Animal Handling, Intimidation, Nature, Perception and Survival

Rage: This Ally now has access to the rage from the brute's table. While in Rage, this Ally gains the following traits if he is not wearing heavy armor:

  • Advantage on Strength checks and Strength saves.
  • When making a melee weapon attack using Strength, the Ally receive a bonus to damage rolls equal to its base pulse die.
  • Resistance to simple physical damage.
  • If this Ally is capable of casting spells, it cannot cast or focus on them while Raging.

This Ally's Rage can be ended as a bonus action and lasts for up to 1 minute or, ending early if the Ally:

  • Falls Unconscious;
  • Ends a turn without having attacked any hostile creatures since its last turn;
  • Ends a turn without having taken any damage since its last turn.

Wraths

Brutes manifest their ferocity through techniques known as Wrath, having a number of Wrath uses equal to their Constitution modifier (minimum of 1) per long rest. When you create a Brute Ally, it gains a Wrath at CR 4, 8, 12, 16, and 20.

Brutal Strikes

All brutality is rewarded, each brute has a way of demonstrating this, some are capable of throwing enemies into the air, others have a heavier hand in their bl:ows, and others are slow but devastating. When creating a Brutal Ally choose a brutal strike style described below

Impacting Blow. Once per turn when hitting a creature with a melee weapon attack roll, natural weapons and unarmed strikes force the target creature must make a Strength saving throw with a DC equal to 8 + proficiency + this Ally's Strength modifier, on a failure the target creature is pushed a value of feet equal to the Ally's Strength Modifier times 5, on a success the creature is not pushed. If the attack roll is critical, the target is pushed twice the distance.

Threatening Blow. Once per turn, when hitting a creature with a melee attack roll with weapons, natural weapons and unarmed strikes, the target creature must make a Constitution saving throw with a DC equal to 8 + proficiency + this Ally's Strength modifier, on a failure the target creature takes additional damage equal to the Ally's CR, on a success the creature takes no additional damage from that source. If the attack roll is critical, the damage modifiers for that attack are doubled.

Loaded Blow. Once per turn this Ally can choose to spend its action to charge an attack on its next turn when hitting a creature with a melee attack roll with weapons, natural weapons and unarmed strikes the strike becomes an area attack in a cone with a range equal to twice the range of the original attack, all creatures and the creature within the area must make a Dexterity saving throw with a DC equal to 8 + proficiency + this Ally's Strength modifier, on a failure the creature receives the proficiency bonus of this Ally at Bleed points.

Echo of the Berserker's Anima

This Brute is capable of indulging in carnage without measuring consequences, the Anima Berserker Brute is the personification of chaos in the midst of battle. His fury is not calculated, it is not tamed – it is a whirlwind of violence that feeds on the blood spilled, whether his own or that of his enemies. Encountering a traveling Berserker can be both a blessing and a curse: they are tireless warriors, capable of fighting their way through hordes and taking down foes that would outmatch any ordinary adventurer.

However, its presence always carries risks. A Berserker is driven by instinct, by the desire to fight, and his lack of concern for his own life makes him dangerous even to those who claim to be allies.

Narratively Speaking

As allies, these Brutes jump into combat in search of glory, bloodlust or simply ignorance. For the master, this Ally can serve as the strong arm of a group that needs someone on the front line but who doesn't absorb as much damage, a gladiator hired in Noxus, or even a Freljord nomad who lives to test his fury against any challenge. He is useful because no one remains standing with the same brutal stubbornness as a Berserker, but his stubbornness and impulsiveness can become as much of a challenge as the enemies he faces.

Fearless Figure. During a long rest, the presence of this Brute incites courage in the group, being able to choose a number of target creatures equal to their proficiency bonus, these creatures have an advantage in saving throws to resist the Frightened Condition until the next long rest.

Subclass Feature
CR Feature
5 Soften Impact. As a bonus action, this Ally gains Damage Reduction equal to your CR on the next source of damage it takes until the end of your next turn.
9 Indomitable Will. When affected by a condition among Charmed, Frightened, Paralyzed, Restrained or Stunned, this Ally can use its reaction to get rid of one of these effects and become immune to it until the start of its next turn.
13 Multiple Blows. When using the multiple attack action, this Ally can use as part of that action to perform his brutal strike instead of an attack.
17 Last Breath. When reduced to 0 hit points, this Ally can use its reaction to deliver one last blow, make an attack roll, this attack deals additional damage equal to triple the Ally's CR.

Echo of the Runic Scars Anima

This Brute is capable of casting spells using his own pain as an arcane focus, the Brute of Anima Runic Scars contradicts the idea of spellcasters as fragile individuals, fueling his spells with his own vitality and resilience. For a Runic Scars, magic and sacrifice are two sides of the same coin, enhancing the strength of their spells with brutality and self-sacrifice.

When creating an Ally with this Echo, it receives the following characteristics:

  • Brutal Caster. This Brute becomes a conjurer and can cast spells from the Brute list. The Spells learned and prepared by this Ally are carved into his body and can only be exchanged/removed through the spell Regeneration or a spell of equivalent or greater power. Notches replace the verbal, somatic, and material components of the spell (except components that have a cost or are consumed by the spell). When casting one of these spells, this Ally loses hit points equal to the level of the spell, these hit points cannot be recovered through spells. Cantrips cost 1 hit point.

Additionally, the Ally acquires the following benefits:

  • The Ally can use Constitution as its Spellcasting attribute (or its original spellcasting attribute, if it already has one)
  • Its Base mana points are equal to half of its CR (minimum 1) times its Threat Level.
  • Gain access to the Runic Scars Anima's progression table to determine the number of Known Cantrips and Max Spell Level.

Travelling Spellcaster: During a Long rest, this Ally recovers all mana points from this class.

Narratively Speaking

As allies, these Brutes practice magic through a violent and physical path, transforming their fury into a manifestation of the arcane. For the Master, this Ally can be an alternative magical power for the group using less orthodox and more violent methods. A Runic Scars can be either a member of a group that uses scarification to channel their spells, or a Noxian who has had his body marked by hemomancy or even an Ixtali nomad who chooses to sacrifice his own body and vitality to channel magic.

Arcane Scarification. During a long rest, this Brute can engrave temporary arcane marks on a number of target creatures equal to his proficiency bonus, those creatures gain +1 saving throws to resist spell effects and +1 DR to simple elemental and spirit damage for the next 24 hours.

Subclass Feature
CR Feature
5 Runic Fervor. This Ally can now cast spells even in Rage, as long as the spell does not have Concentration. The maximum spell level that can be cast in rage is equal to half this Ally's proficiency bonus.
9 Arcane Carving. Through a 10-minute process, this Ally can carve an object of Small or smaller size with a rune made from their own blood, imbuing one of their spells into it (the engraved spell cannot have Concentration), spending mana and hit points equivalent to the spell's level. For the next 48 hours, the object can be activated as a bonus action, activating the effect of the engraved spell, centered on the object. Touch spells only affect a creature that is touching or holding it. After using the spell, the object loses its effect.

The maximum number of carved objects that can be held simultaneously is equal to the Ally's proficiency bonus.

Additionally, while in Rage, this Ally adds the Rage damage die to the damage of its spells.

13 Rune Absorption. When being the target of a spell or being in its area of ​​effect during its casting, this Ally can use a reaction to try to absorb the effects of the spell, making a Constitution saving throw DC 12 + the level of the spell to be absorbed. On a success, the spell's effects are negated and this Ally regains hit points equal to the level of the spell absorbed.
17 Strengthened Carving. Through a 1-hour process, this Ally is able to carve a special rune into themselves or a willing creature, which lasts until the next long rest or until used. The Runic Carving can be activated once, with each carving having an effect from the options below:
  • Overload Carving. This Carving can be activated as an action, causing the creature to emit a blast of runic energy in a 20-foot radius around it. Creatures in the area must make a Dexterity saving throw with a DC equal to this Ally's spell DC. On a failed save, the creature takes Force damage equal to half this Ally's CR on d4. On a success, the creature takes only half damage. If the Ally uses this Carving while in Rage, it adds the Rage damage to the total damage.
  • Resistance Carving. This Carving can be activated as a bonus action, causing the creature to gain resistance to magical elemental damage for 1 minute. If the Ally uses this Carving while in Rage, the resistance also applies to magical physical damage.
  • Sorcery Carving. When carving this rune, the Ally must choose a spell from the Brute list that has Concentration. This Carving can be activated to receive the spell's effects, spending an amount of hit points equal to the spell's level, with Constitution as the Casting attribute for it. If the Ally uses this Carving while in Rage, the spell loses the need for Concentration.

Echo of the Fighter's Anima

This Brute is capable of transforming his own body into his most lethal weapon, the Brute of Anima Fighter does not need blades or shields to prove his strength. Every punch, knee or lunge is the result of discipline and instinct, a body shaped to resist and fight back. For him, flesh is stone and fists are walls; even when deprived of weapons, he will never be truly disarmed.

Narratively Speaking

As allies, these Brutes guarantee constant damage without ever stopping definitively. For the DM, this Ally can become the tireless warrior who excels in arenas, taverns, or battlefields, someone who finds his true glory in hand-to-hand combat. Whether a champion in the underworld of Zaun or Bilgewater, or a gladiator in Noxus or Ionia, the Fighter is useful because he dominates the front lines even without relying on equipment. He is the guarantee that when swords break and bows shatter, there will still be someone willing to fight with their own strength alone, felling enemies with nothing more than the weight of their fists or claws.

Trainer. As part of a Long Rest, this Ally can train a number of creatures equal to their proficiency bonus, until the start of the next Long Rest these creatures receive your choice:

  • Resist pain. +1 to Constitution save.
  • Precise strikes. +1 to unarmed attacks and attacks with natural weapons.
  • Sharp reflexes. +1 to Initiative rolls and AC.
Subclass Feature
CR Feature
5 Rigorous Training. Your unarmed attacks and attacks with a natural weapon are now considered unarmed strikes and if they do not have damage dice, they have a base damage of 1d4, the base damage increased to 1d6 at CR 10, 1d8 at CR 15 and 1d10 at CR 20. Furthermore, the damage remains even if limbs are severed, or natural weapons broken or damaged.

During Rage this Ally can spend one use of rigorous training increasing the damage scaling of his unarmed strike by 1 and reducing the critical range of the attack to 19-20.

9 Fighter's Instinct. As part of an attack roll you can spend one use of this ability to add the effect of the Dodge or Disengage Action after the attack.
13 Martial instinct. When using multiple attacks this Ally can spend one use to increase the number of attacks by 1 and the damage dice scale by 1.
17 Seriously Serious Punch. When using this skill, the next attack roll is a guaranteed critical hit. Additionally, it has the effect of up to 2 brutal strikes combined, even if this brute does not have both strikes available and the strikes can be repeated.

Hunter Echoes

The Hunter's Echo represents those who have a particular hostility towards a specific type of enemy, whether due to past trauma, a personal goal, their specialized training, or an inner calling. Hunters tend to live in a way considered savage by more “civilized” individuals, but this makes their connection with the environment and ability to explore something unusual. Despite their often reclusive nature, these Allies are more than mere savage predators focused on a single type of prey, they develop the most effective strategies and methods for dealing with those they choose.

Hunter Echo
Hunter
Hit Dice: 1d10.

Saving Throws: Dexterity or Wisdom. If the CR is 10 or higher, choose both options.

Skills: Choose three from Athletics, Stealth, Insight, Investigation, Animal Handling, Nature, Perception and Survival

Favored Enemy: This Ally chooses a type of creature as a Favored Enemy (among Celestials, Constructs, Dragons, Elementals, Spirits, Fae, Beasts, Humanoids, Fiends, Undead, Plants or Voidborns), receiving the effect below:

  • The Ally deals 1.5 times its proficiency bonus on weapon damage rolls against creatures of its Favored Enemy's type.
  • The Ally has advantage on Survival checks to track down their Favored Enemies, as well as on Intelligence checks to recall information about them.
  • The Ally learns a language known to or related to their Favored Enemy's creature type.

Natural Explorer: This Ally has a greater than usual ability for exploration due to his cunning and experience, receiving the following skills:

  • The Ally ignores natural difficult terrain;
  • The Ally has advantage on initiative rolls;
  • On the first turn during combat, the Ally has advantage on attack rolls against creatures that have not taken an action yet;
  • Natural difficult terrain does not slow down the travel of a group that this Ally is part of;
  • This Ally's group cannot be lost, except by magical effects;
  • While tracking other creatures dedicating at least 1 hour to this activity, this Ally also notices their exact number, their sizes and how long ago they spent in the area;
  • Even when engaged in another activity (such as foraging, navigating, or tracking) while traveling for more than 1 hour, this Ally remains alert to danger;
  • If the Ally is traveling alone for a period, the Ally can move stealthily at normal pace

Primitive Consciousness

Hunters develop skills to locate and damage their Favored Enemies where it hurts. Upon reaching CR 2 or higher, an Ally who has Hunter's Echo can use a bonus action to choose a Favored Enemy they can see within 90 feet, marking them as prey.

For the next hour, the Ally deals an additional 1d6 damage whenever they hit the marked target with a weapon attack and has advantage on any Perception or Survival checks made to find them.

Additionally, the Ally can spend 1 uninterrupted minute in Concentration to try to perceive the presence of Favored Enemies within a 5 mile radius of the Ally. After channeling, the Ally can identify not only the presence of Favorite Enemies, but also their numbers, direction and distance in miles where they are located, being able to receive this information from multiple groups of their Favored Enemies simultaneously.

Echo of the Beast Friend Enclave

This Hunter is able to summon an animal companion in the form of a CR 1 Large or smaller Beast, following the rules for Animal Companions. The function of the summoned beast depends on the Hunter's Role:

If the Hunter has the Role of Soldier, the summoned beast may have the Role Minion, Grunt or Soldier with some additional rules depending on its Role:

  • A Soldier beast has the statistics of a normal member of its species.
  • A Grunt beast loses the Replaceable characteristic, receives 3 additional hit dice when chosen and starts counting as a Soldier.
  • A Minion beast allows you to choose between two options, depending on how the Hunter decides to train it:
    • Faithful Companion. The beast loses the Ignoble Servant characteristic, receives 4 additional hit dice when chosen, receives an increase of +1 in two physical attributes of your choice (or +2 in a single physical attribute) and starts counting as a Soldier.
    • Group Tactics. If the chosen beast's size is Tiny or smaller, you can choose to summon a total of 4 identical Beasts (increased to 6 Beasts at CR 9 and to 8 Beasts at CR 15), these beasts unite in a Collective, this Collective is now considered the Ally's Animal Companion. The total number of Beasts remains the same even when the Collective splits.

If the Hunter has the Role of Grunt, the summoned beast can have the Role Minion or Grunt with some additional rules depending on its Role:

  • A Henchman beast has the statistics of a normal member of its species.
  • A Minion beast has its Ignoble Servant characteristic replaced by the Replaceable characteristic, receives 1 additional hit die, receives +1 in a physical attribute of your choice and starts counting as a Henchman.

If the Hunter has the Minion Role, the summoned beast can have the Minion Role.

In addition to these characteristics, the beast also receives changes that can be found in Chapter 10: Magic - Familiars and Animal Companions.

Narratively Speaking

As allies, these Hunters tend to live in environments far from society, being closer to animals than people. For the master, this Ally may represent a Zaunite orphan who lives among rats, a Solari firefalcon trainer, a Noxian basilisher, a Demacian raptor knight or even a guardian of a Piltovan canine unit. Whatever the origin of this creature, this type of hunter is a great guide for dealing with animals and wild environments, being as feral as the beasts with which they interact.

Beastly Nature. As part of a Long rest, this Ally can pass on some of his knowledge and skills to a number of creatures equal to his proficiency bonus. Until the start of their next long rest, these creatures receive one of the following benefits of your choice:

  • Feral Companionship: Creatures receive +1 on Handling Animal skill checks.
  • Savage Combat: Creatures receive +1 to hit and damage on attacks with natural weapons.
  • Bestial Coordination: Each affected creature can, once until the next long rest, use a bonus action while within 15 feet of the Hunter's Animal Companion to command it to make an attack on a creature within its range (the Animal Companion uses its reaction to make that attack).
Subclass Feature
CR Feature
5 Coordinated Attack. When this Ally uses an Attack action, the Animal Companion, if it can see it, can use its reaction to make a melee attack.
9 Shared Hatred. This Ally's Animal Companion is now affected by the benefits of the Ally's Favored Enemy feature, for one of the creature types they chose.
13 In Pain and Gain. The bond between this Ally and their animal companion strengthens, making them share their pain.

When the Ally takes damage, they only take half the damage, with the rest being transferred to the Animal Companion.

Alternatively, when the Animal Companion takes damage, it only takes half the damage, with the rest being transferred to the Ally.

17 Incomparable Connection. The Ally and his Animal Companion achieve an unparalleled degree of connection. Each turn, the Ally gains its Wisdom modifier on damage rolls against a target for each successful attack its Animal Companion makes against it, while the Animal Companion gains its Wisdom modifier on hit rolls against a target for each successful attack the Ally makes against it. Both effects end if one of the two attacks a different target.

Echo of the Runic Archer Enclave

This Hunter is capable of channeling runic power, both enhancing his skills as an archer and turning him into a spellcaster.

When creating an Ally with this Echo, it receives the following characteristics:

Runic Spellcaster. This Hunter becomes a spellcaster and can cast spells from the Hunter list and acquires the following benefits:

  • The Ally can use Wisdom as his Spellcasting attribute (or his original conjuration attribute, if he already has it);
  • Its Base mana points are equal to half its CR (minimum of 1) times its Threat Level;
  • Gains access to the Rune Archer progression table to determine number of Known Cantrips and Maximum Spell Level.
  • This Ally can use a bow as a spellcasting focus for his Hunter spells.

Travelling Spellcaster: During a Long rest, this Ally recovers all mana points from this class.

Additionally, starting from Hunter CR 3 onwards, the Ally receives the Runic Shot skill.

Runic Shots. An Ally with this Echo knows a number of Runic Shot options equal to its proficiency bonus.

Once per turn, when firing an arrow from their Rune Bow as part of an Attack action, this Ally can apply a Rune Shot option to that arrow, declaring its use before making the attack roll.

A Runic Shot can be used a number of times per long rest based on the Ally's Role, increasing whenever it receives a new subclass characteristic, as indicated in the table below:

Runic Shot
Role Initial Uses Additional uses
Minion 1 use +1 use per subclass feature
Grunt 2 uses +2 uses per subclass feature
Soldier 2 uses +2 uses per subclass feature
Elite 3 uses +3 uses per subclass feature
Paragon 3 uses +3 uses per subclass feature

The options are available at the bottom of the Hunter's Class page.

Narratively Speaking

As allies, these Hunters combine their archery skills with runic magic and spells, mixing conjuration with their warfare skills. For the master, this Ally can represent an Ixtali gunner who conjures elemental arrows, a Demacian wizard who survives hidden in the forest using spells on the hunt or even a Freljord archer conjuring ice arrows to delay her enemies.

Rune Arrows. As part of a Long Rest, this Ally can materialize his runic magic in the form of semi-spectral arrows, creating a quantity of ammunition equal to his proficiency bonus multiplied by his Threat Rating. These arrows have +1 to hit and damage and the damage caused by them is a simple elemental damage type defined during their creation. Rune arrows can be used by other creatures and fall apart after hitting a target.

Subclass Feature
CR Feature
5 Runic Bow. This Ally can use an action to materialize a short or long arc of runic energy into an empty hand. The Runic Bow has a +1 bonus on attack and damage rolls, in addition to the damage dealt being incisive instead of piercing. The Runic Bow disappears if it is more than 5 feet away from the Ally for more than 1 minute or if the Ally is reduced to 0 health. The Ally can also dismiss it at any time without spending an action, if they materialize the bow again, only the new bow remains, they can only have one Runic Bow at a time.

Alternatively, a magical short or long bow (other than a smart bow) can become a Runic Bow through a 1-hour ritual performed by the Ally, causing it to disappear and be transported to an Ally's pocket dimension, allowing it to be manifested and conjured like any Runic Bow. Repeating the ritual allows you to break the bond or replace the bond with another magical bow. The bond is automatically broken if the Ally dies. When the bond with a magical bow is broken, it is expelled from the pocket dimension and falls at the Ally's feet.

9 Runic Reverberation. This Ally absorbs part of the runic energy coming from your Runic Bow during combat, and can perform an additional attack as part of the same action when using a Runic Shot.

Additionally, the Ally can use a bonus action and use this ability to channel runic energy and enhance their accuracy, receiving a bonus equal to half their proficiency bonus on the hit of their next attack roll with a ranged weapon.

13 Artillery Runes. When using the Runic Bow, this Ally no longer needs to use ammunition, creating energy arrows that deal 1d8 additional damage instead. These arrows disappear at the end of the turn after being fired. Additionally, this Ally can use a bonus action and use this ability to receive a Runic Impulse that lasts for 1 minute, and can only maintain one effect active at a time, choosing between the options below:
  • Runic Shooter. The Ally enters a state of extreme focus through magic, having advantage on all attack rolls with his bow and dealing an additional 1d8 Runic damage with each attack.
  • Runic Shield. The Ally surrounds himself in protective runic energy, gaining +2 to his AC.
  • Arcane Vision. The Ally's vision is enhanced by the power of the runes, receiving 60 feet of darkvision and receiving no disadvantage on Perception checks due to dim light.
17 Rune Essence. When using an action to Cast a Spell of level 1 or higher, the Ally can make an attack with their Runic Bow as part of the same action, and all attacks made with the Runic Bow deal half of the Ally's CR as additional runic damage.

Additionally, at the beginning of the turn, the Ally can use this feature to channel a Finishing Shot.

  • Finishing Shot: The Ally channels his runic energy into his Runic Bow, becoming unable to perform actions, bonus actions or reactions and having his speed reduced by half. At the end of each round channeling in this way, the Runic Bow receives a number of Runic Charges equal to the Ally's TL. After the first turn, the Ally can use an action to fire the channeled energy, making a bow attack with advantage, dealing 3 dice of additional runic damage for each Runic Charge accumulated. This shot does not receive disadvantage for attacking enemies within the Bow's maximum range.

Echo of the Hunting Master Enclave

This Hunter lives for the hunt, developing martial skills to ensure success against the most dangerous creatures, developing specific hunting tactics for each of his targets.

When creating an Ally with this Echo, it receives the following characteristics:

Challenge Chaser. This Hunter becomes more lethal when facing strong creatures. When attacking a creature with CR equal to or greater than yours, this Ally adds the creature's Threat Level to the damage dealt against it.

Narratively Speaking

As allies, these Hunters perfect their skills by seeking increasingly stronger targets for their hunt. For the master, this Ally can be a wild predator from the forests of Kumungu, a trained hunter from Nazumah or even a Noxian specialized in dealing with the most varied beasts of war.

Strategic Preparation. As part of a Long rest, this Ally can develop a combat tactic for a specific enemy and share it with a number of creatures equal to his proficiency bonus. Until the start of the next long rest, the Ally and these creatures receive one of the following benefits of your choice:

  • Preparation against Giants. Attacks against creatures of Large size or larger ignore DR from the creature's Size (DR from other sources still applies).
  • Preparation against Hordes. When attacking more than one different creature in a single turn, it adds +1 to hit and damage on your attacks.
  • Preparation against Leaders. When being targeted by attacks made by Paragons, the creature has DR equal to the Threat Level of the Paragon, only for attacks made by the Paragon.
Subclass Feature
CR Feature
5 Hunter Style. This Ally has developed its own way of fighting. The Ally gains a Fighting Style, using his CR as a level to define his abilities. Additionally, you can use this ability and a bonus action or reaction when being targeted by an attack to add your Threat Level to your AC and half that value (minimum 1) on hit and damage rolls until the end of the next turn.
9 Survival Tactics. This Ally's trained instincts keep him alive even in the worst conditions. The Ally gains Evasion and, when hit by an attack roll, can use their reaction and one use of this skill to receive only half the damage.
13 Improved Hunting. This Ally knows how to direct its hunting intent towards a specific creature. When dealing damage to a target, the Ally can use this ability and its bonus action to make that target a Favored Enemy for a number of rounds equal to its Threat Level + half its Wisdom modifier.
17 Hunter Mastery. Experience has made this Ally the pinnacle of hunting. This experience provides the Ally with the following benefits:
  • The critical range of this Ally's attacks is reduced by 2;
  • The damage dice of Ally's attacks are increased by one category;

Additionally, when facing a Favored Enemy, the Ally receives additional benefits:

  • The Ally's attacks are made with advantage;
  • All damage dealt is doubled;
  • Can perform attacks of opportunity against the Enemy if he enters its attack range;
  • Receives an additional reaction that can be used to perform attacks of opportunity or the Hunter Style skill.

Combatant Echoes

The Combatant's Echo represents creatures that seek specialization in combat, using martial knowledge directly, combining technique, strength and strategy. Combatants form skilled Allies on the battlefield, having a particular familiarity with it.

Even though they do not use resources such as magic or divine powers, even the greatest armies are incomplete without skilled fighters. For the GM, an Ally with this Echo can be a great way to represent soldiers, warriors, defenders and the like who accompany the group, whether temporarily or permanently.

Combatant Echo
Combatant
Hit Dice: 1d10.

Saving Throws: Choose between Strength or Constitution. If the CR is 10 or greater, you have both options.

Skills: Athletics and choose two from Animal Handling, Intimidation, Nature, Perception and Survival

Fighting Style: This Ally has a number of Fighting Styles of the Combatant class equal to its proficiency bonus -1, and cannot choose the same style more than once. Only one style can be active at a time, and the Ally can switch between Fighting Styles as a bonus action or as a reaction when hitting or receiving an attack.

Combat Techniques

Combat Techniques are direct demonstrations of the creature's training and combative ability. When creating a Combatant Ally choose a Combat Technique, this Ally gains an additional Combat Technique each time it receives a new Echo Feature. Each Combat Technique can be used a number of times equal to the Ally's proficiency bonus.

Action Surge

Starting at CR 2, once per full rest, the Ally with this Echo can take an additional action along with their action and possible bonus action.

Echo of the Armaster's Honor

An Armaster is a combatant who specializes in the use of a specific weapon, being a clear example of the expression “quality over quantity” in the most warlike way possible. An Ally with this Honor can be an Ionian swordsman trained in a purely physical way, a warrior who inherited a magical sword passed down through generations, a Demacian noble whose spear represents his family, a Demacian soldier who uses a mace as a weapon and demolition tool or even a gladiator who chose to use an inappropriate weapon to attract even more attention in the Noxian coliseums.

When you create an Ally with this Echo, they choose a melee weapon they are proficient with as their Bound Weapon. The Ally has Mastery with the chosen weapon and, while wielding a weapon of that type, receives the benefits below:

  • The Ally adds half of its proficiency bonus on hit rolls with the weapon;
  • The Ally cannot be disarmed with the weapon;
  • The damage done by the Ally with the weapon increases by one category.
Narratively Speaking

As an ally, this combatant is a specialist who perfectly understands his weapon, and may refuse to use other weapons or even disdain those who use them. It is common for Armasters to have a narrative connection with their Bound Weapon, and may be looking for an improvement or magical version of it, a user of the same weapon as a challenge or allies on a mission who can overcome possible weaknesses that their weapon cannot cover.

Expert Trainer. As part of a Long rest, this Ally can pass on some of his knowledge to a number of creatures equal to his proficiency bonus. Until the start of these creatures' next long rest, they add half the proficiency bonus to hit rolls with a weapon of the same type as the Ally's Bound Weapon. If they already have proficiency with it, the hit is increased by just +1.

Subclass Feature
CR Feature
5 First Blood. This Ally's first attack against an enemy using their Bound Weapon deals the Ally's pulse die as additional damage and ignores DR equal to half the Ally's CR (minimum 1).
9 Martial Expert. When this Ally scores a critical hit with the Bound Weapon, it causes an additional effect that lasts based on its damage type:
  • Bludgeoning — Until the start of your next turn, the enemy receives the Ally's pulse die in Exposure to Bludgeoning and Crushing damage.
  • Piercing — Until the start of your next turn, the enemy gains 5 times this Ally's proficiency bonus in Slow.
  • Slashing — The enemy receives Bleeding equal to the Ally's pulse dice.
13 Strengthened Bond. Attacks with your Bound Weapon ignore one degree of resistance from the target. Additionally, the weapon's critical range decreases by 1 and the critical multiplier increases by 1.
17 Stance of Mastery. This Ally gains the Combat Techniques Parry, Attack Spell and Counter Attack and, while wielding their Bound Weapon, receives an additional reaction per turn that can be used to use one of these Techniques without consuming a use of it.

Echo of the Guardian's Honor

A Guardian is a combatant whose focus is the defense and protection of their allies, serving as a front line and human shield in most combats. An Ally with this Honor could be a Demacian soldier shielded with a petricite shield, a Shurimane soldier forming a barrier with his body, a glacinate wielding armor of true ice, or even an Ixtali elementalist wielding a literal wall of stone as a weapon.

When creating an Ally with this Echo, shields now count as a martial weapon for them, with similar damage and mastery defined in the Shield as Weapon table on the Combatant page. If the Ally has the Shield Combat fighting style, the damage is increased by one category.

Narratively Speaking

As an ally, this fighter is a natural protector, choosing to put himself in the face of danger to ensure the safety of others, with many wearing full armor to increase their resilience. Guardians often occupy roles that fit their defensive abilities, functioning as an important ally in guard missions, an important figure in protecting an important treasure or even defensive support for a mostly offensive group.

Combat Readiness. As part of a Long rest, this Ally can choose itself and a number of creatures equal to its proficiency bonus to prepare for combat. Until the start of these creatures' next long rest, the Ally and the creatures add half the Guardian's proficiency bonus on Initiative rolls.

Subclass Feature
CR Feature
5 Protect the Weak. When this Ally sees an attack declared against a creature within its movement range, it can use its reaction and use its movement towards the target, staying adjacent to it, causing the attack to be directed at the Ally instead of the original target. The attack still needs to surpass the Ally's AC.
9 Breath of War. As a bonus action, the Ally regains 2d10 + Constitution modifier + its CR in hit points.
13 Survivor Vitality. When this Ally drops below half its hit points (as long as they are not reduced to 0), it gains Regeneration, recovering 5+its Constitution modifier in hit points at the start of each of its turns. The effect ends if the Ally's hit points exceed half of their maximum hit points.
17 Resilience of the Protector. This Ally is unaffected by extreme heights or temperatures, illness and aging. Additionally, he gets an extra reaction on his turn that can be used to cast Protect the Weak without consuming a use of the ability.

Echo of the Strategos' Honor

A Strategos is a combatant with leadership skills, often serving as a tactical leader for groups of allies. For a Strategos, battles are not won with mere physical strength or weapons, but with cunning and strategy. An Ally with this Honor can be a Noxian platoon commander, a pirate captain who guides his crew in combat, a Freljordian warmother who shrewdly guides her clan, or even the leader of a group of mercenaries who manipulate enemies and control allies.

When creating an Ally with this Echo, they receive an additional Combat Technique, choosing from options exclusive to Strategos' Honor.

Narratively Speaking

As an ally, this combatant is a battle strategist, assuming leadership and guidance positions, but without fearing to participate directly in the battle, combining skill in mind and body. Strategos tend to be figures of leadership or inspiration, such as a leader seeking help to rescue lost allies, a veteran coming out of retirement for one last mission, or a mentor guiding a reckless group toward victory.

Tactical Schemes. As part of a Long Rest, this Ally can assemble a combat strategy, choosing themselves and a number of creatures equal to their proficiency bonus to receive one of the benefits below until the next Long Rest:

  • +1 on melee attack rolls
  • +1 to ranged attack rolls
  • +1 to saves against area effects
  • +1 to DR for simple physical damage
Subclass Feature
CR Feature
5 Strategy. This Ally can use an action to inspire a number of creatures equal to or less than your Charisma modifier, as long as they are within 120 feet of it and can see or hear you. For the next minute, whenever the inspired creature makes an attack roll or saving throw, it adds the ally's base pulse die to the roll. This effect does not stack more than once on the same creature.
9 Retreat Order. When this Ally sees a creature within 120 feet of him being targeted by an attack of opportunity, he can use a reaction to make the attack a critical failure.
13 Draw Attention. The Ally uses an action to force enemies within 60 feet of them who can see and hear them to make a Wisdom saving throw DC 10 + Ally's proficiency bonus + Ally's Charisma modifier; on a fail, the target creature is Taunted by the Ally until the end of their next turn, doing what they can to attack the target. Additionally, when activating this effect, the Ally gains a number of temporary hit points equal to your CR, which lasts until the start of your next turn.
17 Inspiring Leadership. The number of creatures that can be affected by Strategy is doubled. When using Strategy, the Ally can activate this ability, causing the creatures to gain half of the Ally's Charisma modifier in additional AC and a number of temporary hit points equal to the Ally's CR for the duration of the Strategy effect.

Mercurial Echoes

The Mercurial Echo represents the most agile and slender creatures, individuals who use cunning and sagacity to achieve their objectives, whether they are entering catacombs in search of treasure, collecting hidden information or even eliminating specific targets stealthily.

These Allies are not the most resilient, but they make up for this with their elusive abilities, often specializing in indirect combat and delivering unique, potent attacks.

Mercurial Echo
Mercurial
Hit Dice: 1d8.

Saving Throws: Choose between Dexterity or Intelligence. If the CR is 10 or greater, you have both options.

Skills: Stealth and choose two from Animal Handling, Intimidation, Nature, Perception and Survival

Sneak Attack: This Ally is capable of exploiting the weakness or distraction of its targets. Once per turn, this Ally can add a number of d6 equal to half (rounded up) of its CR to damage rolls against any creature it hits, as long as it has advantage on the attack roll. The attack must be with a finesse or ranged weapon.

The Ally does not need to have advantage on attack rolls if another enemy of its target is within 5 feet of it, as long as that creature is not Incapacitated and the Ally does not have disadvantage on attack rolls.

Cunning Action

From CR 2 onwards, this Ally's speed allows him to do much more in a short period of time, being able to perform a bonus action on each of his turns in combat. This action can only be used to perform the Disengage, Dash or Hide actions.

Echo of the Runic Ace's Cabal

This Mercurial is capable of manipulating runic energy in the form of special ammunition that reflects its internal nature. Both the way each Runic Ace uses its ammunition and its appearance reflect its personality and individuality, allowing even two runic aces of similar Origin to use their abilities in completely different ways.

When creating an Ally with this Echo, he receives two fundamental abilities: Runic Ammunition and Runic Charge, with their operation described below:

Runic Ammunition. This Ally is capable of channeling runic energy in the form of special thrown weapons. When creating an Ally with this Echo, you must define the format and type of physical damage that the Runic ammunition causes, choosing between blunt, cutting or piercing. Ammunition cannot be larger than a dagger. The Ally is proficient with this ammunition and can make an attack with it as a bonus action. Runic Ammunition is considered a ranged weapon and has the properties indicated below:

Runic Ammunition
Simple Ranged Weapon
Damage Critical Properties
1d6damage of the chosen type 20 x2 Finesse, thrown (range 20/60 feet)

This Ally can spend 1 uninterrupted hour to conjure 50 pieces of his rune ammunition that are absorbed by his arms and can be fired through attacks. The Ally intuitively knows how much ammunition is still available. Ammunition lasts until the next full rest or until used to attack and the Ally can maintain a maximum of ammunition equal to 50 multiplied by their maximum Runic Charges.

Traits that refer to the “Rune Load die” use the runic ammunition damage die. Whenever the Ally gains a new subclass feature, the ammunition's damage die increases by one category.

Runic Charge. This Ally has access to a special resource from the rune that favors him, receiving a number of Runic Charge points based on his Role and proficiency bonus:

Runic Charge Points
Role Base Points Additional Points
Lackey 1 Adds half of the proficiency bonus to the maximum amount of points
Grunt 2 Adds half of the proficiency bonus to the maximum amount of points
Soldier 2 Adds the proficiency bonus to the maximum amount of points
Elite 3 Adds the proficiency bonus to the maximum amount of points
Paragon 4 Adds twice the proficiency bonus to the maximum amount of points

Some abilities acquired based on this Subclass Echo utilize Runic Charge.

Any Ally with this Echo can use a point of Runic Charge to use a Mastery skill with their Runic Ammunition, choosing between Cleave, Slow, Graze or Sap.

Narratively Speaking

As allies, these Mercurials tend to be eccentric and peculiar individuals, living according to their own ideas and passions, often going against common rules and norms of the place where they are. For the master, this Ally could be the leader of a Demacian with peculiar magic who leads small fights against injustice to mages, a Sentinelese bounty hunter who accepts peculiar jobs and refuses to use firearms, an unusual Piltovan who uses his skills on behalf of Zaunites or even an Ionian Vastaya who follows a less spiritual path in relation to magic.

Shared Eccentricity. As part of a Long rest, this Ally can pass on part of their runic ammunition to allied creatures, being able to pass on up to 20 pieces of ammunition they have to one or more allied creatures, causing them to be absorbed by the creature's arm and allowing the creature to use them in attacks. The ammunition counts towards the creature's maximum with this Echo, does not have any additional characteristics beyond basic damage and range and disappears if not used after 24 hours.

Subclass Feature
CR Feature
5 Energize Ammunition. When this Ally conjures a new batch of Runic Ammunition, they can spend 1 point of Runic Charge to energize it, causing the created ammunition to deal magical damage instead of simple damage. The lot remains energized until the next full rest.

Additionally, this Ally can use one use of this feature and 2 points of Runic Charge to enchant 2 of its ammunition, meaning that a creature hit must succeed on a saving throw with DC 10 + the Ally's Threat Level + the Ally's Runic Charge die or receive the effect of the enchantment. The Ally can enchant their ammunition with one of the effects below:

  • Stunnig Ammunition. Constitution Saving Throw. The target is Stunned until the end of the Ally's next turn.
  • Enchanting Ammunition. Charisma Saving Throw. The target is Charmed by the Ally until the end of their next turn. The Ally can only Charm 1 creature at a time through this effect.
  • Poisoned Ammunition. Constitution Saving Throw. The target receives the Ally's Rune Charge die in Poison, reduced by 1 category at the end of each round, ending the effect after being reduced below 1d4. Ammunition enchanted in this way deals poison damage and, if the damage dealt is magical, the Poison damage will also be.
  • Flaming Ammunition. Constitution Saving Throw. The target receives the Ally's Rune Charge die as Scorched, taking damage at the start of each of its own turns. Ammunition enchanted in this way deals fire damage, and if the damage dealt is magical, Scorch damage will be as well.

Alternatively, when attacking with their runic ammunition, this Ally can spend 1 point of Runic Charge to deal 1 die of Runic Charge as additional Force damage.

9 Agile Duelist. When attacking with Runic Ammunition, the Ally's throwing range is increased to 60/120 feet, and when using enchanted rune ammunition, the Ally can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the save result from the target creature.

Additionally, the Ally can use an action and use of this feature to challenge a creature that can hear them and that shares at least one language with them, making a Persuasion check resisted by the target's Insight check. On a success, the target is Taunted by this Ally for 1 minute. The effect ends early if the target is attacked by or targeted by a spell from a creature other than this Ally or the Ally ends its turn more than 60 feet from the target.

13 Luck Manipulator. When a Runic Ammunition attack misses against a target within range, this Ally can spend 1 Runic Charge to turn the miss into a hit. Additionally, when making an Intelligence, Wisdom or Charisma saving throw, the Ally can spend 1 Runic Charge point to add one Runic Charge die to the saving throw. Alternatively, the Ally can use a reaction and use of this ability to grant this bonus to the saving throw of an ally who can see and hear him within the normal range of the Runic Ammunition.
17 Ace of Luck. When this Ally attacks with his Runic Ammunition, the critical attack becomes 19 x3 and the damage caused is doubled. Additionally, upon failing an attribute test or saving throw, the Ally can spend 2 Runic Charge points to redo the roll.

Additionally, the Ally can use this ability to further enhance their Runic Ammunition, choosing one of the following options:

  • Devastating Ammunition. When declaring an attack with a runic ammunition, the Ally can spend 3 Runic Charge points to make the damage of the attack, if it hits, Disruptive.
  • Accurate Ammunition. When declaring an attack with runic ammunition, the Ally can spend 2 Runic Charge points to direct its ammunition directly at the target, having an advantage in the attack and making it ignore any cover.
  • Magic Ammunition. When creating enchanted ammunition, the ally can maintain a number of additional enchantment effects on the ammunition equal to their Threat Level (Minimum 1).

Echo of the Assassin Cabal

This Mercurial focuses his skills on eliminating targets through precise and lethal attacks, being an expert in the use of Assassin Weapons (daggers, small chakrans, darts, short swords and katars). An Assassin develops a range of exceptional skills to eliminate their targets stealthily and effectively, and it is common for them to act as hired blades, servants of important figures or members of secret organizations.

When creating an Ally with this Echo, he gains Mastery with 2 Assassin Weapons of his choice, being able to exchange this choice during a full rest.

Narratively Speaking

As allies, these Mercurials operate in the shadows, like hired blades or families of noble assassins. For the master, this Ally could be anything from a Sentinelese hitman to a member of the Noxian Du Couteau family. This type of Mercurial is an expert in infiltration, agility and, above all, assassinations.

Killer Tactics. As part of a Long rest, this Ally can prepare a number of creatures equal to his proficiency bonus for a specific operation, granting himself and the chosen creatures an effect from one of the following for the next 24 hours:

  • Slaughter Plan: Assassin weapons used by the creature have a critical range reduced by 1.
  • Poison Plan: Constitution Savings to resist the effects of Poisons receive a bonus equal to half the Ally's proficiency bonus.
  • Infiltration Plan: Stealth checks made to hide receive a bonus equal to half the Ally's proficiency bonus.
Subclass Feature
CR Feature
5 Jumping Blade. The Throw distance of Assassin Weapons used by this Ally increases by 10 feet. Additionally, an Ally can use an action and use this ability to perform a jumping attack with a murderous weapon that has the Throwing property, the Ally makes a single attack roll, the attack deals damage to enemies within the weapon's range as long as the roll exceeds the target's AC. The maximum number of enemies that can be hit by this roll is equal to the Ally's proficiency bonus.
9 Murderous Lethality. The Ally knows how to use his murderous weapons through a special ability. As long as he uses an Assassin Weapon, the Ally can use the Death Lotus skill:
  • Death Lotus. The Ally can use an action to make a melee attack roll on a target, making a Spinning Attack on a hit. Each creature in range of the weapon (except the target hit by the melee attack) must make a Dexterity saving throw DC 8 + the proficiency bonus + the Ally's Dexterity modifier, taking as much damage from the attack on a failure or half as much damage on a success. A creature takes damage from the attack on a failed save, or half as much damage on a success.
13 Shunpo. As a bonus action, the Ally can teleport to a point within 5 feet of a target or a thrown Assassination Weapon, as long as they can see the location and the distance from the target is within 30 feet of the target. When you teleport in this manner and reduce a creature to 0 hit points during this round, you gain an additional use of this ability until the end of your next turn.

Additionally, the Ally can use a reaction after teleportation to perform the spinning attack of the Death Lotus skill.

17 Master Assassin. This Ally has reached the pinnacle of assassination skills. The Shunpo Trait no longer has usage limits and the Ally receives the skills Voracity and Blade's Edge.
  • Voracity. When reducing a creature to 0 hit points using a Murderous Weapon on your turn, the Ally recovers an amount of hit points equal to 1d10 times its Threat Level, takes an additional action that turn, and has its speed increased until the end of the turn.
  • Blade's Edge. When you hit a creature with an attack, it gains 1 Wound mark. Upon reaching 3 marks, the Ally's next attack against this creature, the counter resets and the creature must make a Constitution saving throw DC 10 + the proficiency bonus + the Ally's Intelligence modifier. On a failure, the creature suffers Bleed, taking the Ally's base pulse die in damage at the start of each of its own turns.

Echo of the Explorer's Cabal

Discover buried catacombs, get involved with ancient curses and overcome the most unlikely situations with ease. Your courage and daring have no limits and you prefer to solve things improvised, relying partially on your talent, but much more on your luck and knowledge. Explorers are usually interested in the strangest and most random things, such as advanced cartography, hextech mechanics, ancient stories of Runeterra, among other knowledge. Explorers typically serve as professional treasure hunters, dungeon delvers, and investigators. In addition to improving your agility and stealth, you learn useful skills for exploring ancient ruins, reading unusual languages, and using magical items you normally couldn't.

When you create an Ally with this Echo, they receive improved movement abilities thanks to your experience. Climbing has no additional cost for this Ally, if he already has a climbing move, he receives an additional 15 feet of this move. Additionally, the creature can choose to use Strength or Dexterity to define its long and high jump range, and that range is increased by a number of feet equal to 5 times the Ally's Dexterity modifier.

Narratively Speaking

As allies, these Mercurials are bold and fearless, entering dangerous places full of traps without hesitation to achieve their objectives. For the master, this Ally could be an archaeologist who investigates ancient Shuriman temples in search of treasures, a smuggler investigator exploring the natural traps in the forests of Ixtal, or even a Zaunite thief specialized in entering high-security locations to steal important inventions.

Exploitation Tactics. As part of a Long rest, this Ally can pass on his exploration knowledge to a number of creatures equal to his proficiency bonus, granting himself and chosen creatures one of the following effects for the next 24 hours:

  • Artifact Preparation: The creature receives +1 tests and saving throws to identify and resist the effects of magical items it is using (including cursed items).
  • Ambush Preparation: When dealing with Installed Traps, the creature receives +1 on tests to Notice, Search, Understand and Solve the trap.
  • Impediment Preparation: The creature gains +1 saving throws to resist the negative effects of traps.
  • Terrain Preparation: The creature receives +1 on Acrobatics or Athletics tests linked to movement on natural terrain, such as climbing and difficult jumps.
Subclass Feature
CR Feature
5 Reconnaissance Engineering. This Ally can use this ability to cast the spell Locate Traps non-magically, ignoring verbal and somatic components. If a friendly creature activates or disarms a trap that the Ally did not locate, one use of this ability is regained.

Additionally, the Ally becomes proficient with weapons with Complex Mechanisms (crossbows, repeating crossbows, and firearms). When using a weapon with Complex Mechanisms, the Ally can add their Intelligence modifier to the damage dealt and have the critical range of attacks with these weapons reduced by 1.

9 Field Agility. Thanks to its agility, the ally has an advantage in safeguards to resist the effects of Installed Traps and, when being targeted by an attack by a creature it can see, this Ally can use its reaction and one use of this ability to reduce the damage suffered by half.

Additionally, the additional damage on attacks made using weapons with Complex Mechanisms becomes double the creature's Intelligence modifier and the critical damage multiplier with these weapons increases by 1.

13 Explorer's Instincts. This Ally can use one use of this ability to non-magically cast Identify spells, ignoring any components. Alternatively, you can cast the spell Locate Traps under the same conditions, allowing you to find signs of magic in objects or people.

Additionally, this Ally always knows when someone is lying to him and ignores Class, Origin, Level, and CR requirements to use any magical item.

17 Experience of the Catacombs. Thanks to his agility and experience, this ally became more skilled in combat. The Ally now takes one turn on its initiative and another on initiative order 10, whichever comes first, in addition to not being able to be surprised.

Additionally, when dealing damage using a Complex Mechanism weapon or a Magic Item charge, this Ally rolls 1d4, dealing double damage if they roll 4.

Shaman Echoes

The Shaman Echo encompasses individuals who have an intense and unique connection with the Spiritual Realm, being bridges between spirits and mortals. Many individuals are born with a natural inclination to deal with spirits, with some being able to feel or even interact with them from their origins, but only those who truly delve into understanding this connection can truly be considered Shamans. The connection with the spiritual is often linked to the distancing of advanced technologies and modern concepts from society, and it is common for shamans to be linked to the tradition and history of their region. Despite their connection to Great Spirits, who act as guides on their spiritual journeys, Shamans differ from Acolytes in that they are not necessarily part of a specific religion or belief. For Shamans, spirits and their realm as a whole are not something divine and unattainable, but rather as important a part of existence as the material.

Shaman Echo
Shaman
Hit Dice: 1d8.

Saving Throws: Choose between Constitution or Wisdom. If the CR is 10 or greater, you have both options.

Skills: Nature and choose two from Acrobatics, Athletics, Stealth, Intimidation, Intuition, Medicine, Perception, Persuasion, Religion and Survival

Spiritual Path: This Ally becomes a spellcaster and can cast spells from the Shaman's spell list. In addition, you acquire the following benefits below:

  • The Ally can use Wisdom as its Spellcasting attribute (or its original spellcasting attribute, if it already has one)
  • Its Base Ki points are equal to half its CR times its Threat Level.
  • Gain access to the Shaman's progression table to determine the number of Known Cantrips and Max Spell Level.

Immaterial Vision: This Ally becomes capable of seeing and communicating with spirits, being able to see up to 60 feet in the Spiritual realm while in the Material realm.

Spiritual Guardian

When creating an Ally with this Echo, he connects to a Great Spirit, carrying with him a small totem that represents the same. From the teachings of their Great Spirit, the Ally receives benefits based on their CR:

  • CR 1 – Spiritual Totem. While in possession of their Totem, the Ally receives the Totem bonus from the chosen Great Spirit.
  • CR 2 – Combat Stance.The Ally learns one of the Stances available in the Shaman's Spiritual Allies feature. The Ally can enter a Stance using a bonus action and 1 Ki point.
  • CR 6 – Spirit Blessing. The Ally learns a Summon that has his Great Spirit as a prerequisite.
  • CR 10 – Additional Stance. The Ally learns an Additional Stance from those available in the Shaman's Spiritual Allies feature.
  • CR 11 – Great Spirit Channeling. Using an action, this Ally can attempt to channel the energy of your Great Spirit for up to 1 hour, choosing between convincing you or forcing the channel.
    • Trying to convince a Great Spirit is done through a Charisma test.
    • Forcing the channel is done by spending 9 ki points and a bonus action, performing a saving throw according to the Great Spirit Difficulty table.
  • CR 14 – Stance Blessing. The Ally learns a Summon that has one of your Stances as a prerequisite.
  • CR 18 – Additional Posture. The Ally learns an Additional Stance from those available in the Shaman's Spiritual Allies feature.

Echo of the Channeler's Path

These Shamans are able to manipulate spiritual energy through their own bodies to strengthen themselves, making their own bodies the receptacle for the power that the spirits possess. The same energy that strengthens the bodies of these shamans also protects them, making them equally destructive and resilient, comparable to the strength of Brutes or war beasts. When creating an Ally with this Echo, he becomes capable of channeling spiritual energy through his body, generating some effects:

  • Unarmed Strikes. The Ally's natural weapons are now considered unarmed attacks and the Ally can choose to use their Strength or Wisdom modifier in hit and damage rolls of their unarmed attacks.
  • Unarmored Defense. While not wearing armor, the Ally's AC becomes 10 + the Ally's Dexterity modifier + the Ally's Wisdom modifier. If the Ally's base AC is higher, he can add half of his Wisdom value to his AC instead.
  • Spiritual Vitality. The Ally has his maximum hit points increased by an amount equal to his CR multiplied by his Threat Level (minimum 1).
Narratively Speaking

As an ally, this shaman is a spiritual warrior, using his strengthened body as a bastion of the connection he represents, forming a back and forth path where he uses himself to fight for what strengthens him. For the master, this Ally can be a spiritual wanderer from the freljord who takes the lead to defend his tribe with the strength of the spirits, a Noxian warrior who carries tribal traditions from his ancestors as his strength, or even an Ionian spiritualist who imitates the monastic practices of a temple in his way of dealing with the strength of the spirits.

Channeling Guide. As part of a Long rest, this Ally can guide a number of creatures equal to his proficiency bonus to channel a small portion of spiritual energy. Until the start of their next long rest, these creatures gain an effect of your choice from the following:

  • Power Channeling. The creature's unarmed attacks deal energy damage equal to half the Ally's proficiency bonus. This damage is doubled against creatures native to the spirit realm.
  • Resilience Channeling. The creature gains half the Ally's proficiency bonus as DR to spirit damage. This DR is doubled against creatures native to the spirit realm.
Subclass Feature
CR Feature
5 Spiritual Fist. When making an unarmed or natural weapon attack, the Ally can cast a spell as part of the same action at the cost of 1 Ki point. The spell must have a touch or personal range, an attack roll, and a casting time of 1 action or bonus action.
9 Channelled Spirituality. With a bonus action and use of this ability, this Ally empowers his own body with spiritual energy, receiving the benefits below for 1 minute:
  • This Ally's unarmed attacks deal its base pulse die as additional Force damage;
  • The Ally receives its proficiency bonus + its Threat Level as DR to spiritual damage;
  • When activating a Stance for the duration, the Ally recovers an amount of health equal to their Threat Level.

Additionally, this Ally adds half of your proficiency bonus multiplied by your Threat Level to your safeguards to force the Channeling of your Great Spirit.

13 Protection of the Spirit. When taking damage that would reduce them to 0 hit points, this Ally can use a reaction and a use of this ability to have their hit points reduced to 1 instead, becoming immune to all damage types (except true) until the start of their next turn. On the next turn after using this ability, the Ally regains hit points equal to its CR and gains 1 point of Exhaustion.

Additionally, this Ally's unarmed attacks have their critical range reduced by 1 and critical multiplier increased by 1, in addition to causing 1 point of Exhaustion on critical hits.

17 Channeler's Essence. If this Ally tries to channel its Great Spirit and fails, this Ally can use a reaction and ability to receive 1 point of Exhaustion instead of the Failure effect.

Additionally, whenever this Ally uses ki points, it recovers an amount of hit points equal to its Threat Level in d4 per ki point spent.

Echo of the Summoner's Path

These Shamans are capable of manifesting the energy that permeates the spiritual realm through spells and magical feats that rival even skilled Arcanists. The combination of arcana and spiritualism make these Shamans extremely versatile, in addition to increasing their ki manipulation capacity. By creating an Ally with this Echo, he becomes capable of manifesting and giving form to spiritual energy in the material realm, generating some effects:

  • Family. This Ally can cast the spell Summon Familiar at no Ki cost and ignoring material components (but respecting the Ally's maximum conjuration level), but the summoned familiar will always be the same and cannot change form. The summoned familiar is a spirit rather than a beast. Additionally, the Ally can spend 1 Ki point to grant that familiar 30 feet of movement of their choice for the next hour.
  • Spiritual Armor. This Ally can cast the spell Arcane Armor on himself with no Ki cost and ignoring material components.
  • Mystic Control. This Ally knows the cantrip Eldritch Blast, adds your Wisdom modifier to its total Ki points (minimum 0), and can prepare a number of spells equal to its Wisdom modifier (minimum 0) + its CR.
Narratively Speaking

As an ally, this shaman is a spiritual conjurer, using his connection with the spiritual realm to use magic, commonly being mystical and wise individuals among the rest. For the master, this Ally can be an Ionian sage who uses the power of the dream tree to cast spells, a Freljordan wanderer channeling the magic of a demigod in his conjurations or even a conjurer from Bilgewater who acquired the gift of magic through the spirits of the region.

Summoning Guide. As part of a Long rest, this Ally can imbue a number of creatures equal to his proficiency bonus with a small portion of spiritual energy. Until the start of their next long rest, these creatures gain an effect of your choice from the following:
  • Communication Invocation. The creature becomes capable of understanding Spiritual language for the duration.
  • Conjuration Invocation. Damaging spells cast by the creature deal half the Ally's proficiency bonus as additional damage for the duration. This damage is doubled against creatures native to the spirit realm.
  • Vision Invocation. The creature becomes able to see 30 feet in the Spiritual realm while in the Material realm for the duration.
Subclass Feature
CR Feature
5 Spiritual Magic. The maximum level of spells the Ally is able to cast becomes half his CR (becoming able to cast 9th-level spells from CR 18). Additionally, this Ally can consume one use of this feature to cast a spell it knows up to one level below your maximum spell level without spending Ki points.
9 Summoned Spirituality. With a bonus action and use of this ability, this Ally enhances his arcane abilities with spiritual energy, receiving the benefits below for 1 minute:
  • The Ally can cast the spell Eldritch Blast as a bonus action;
  • Ally ranged cantrips that have hit rolls deal additional damage equal to half your proficiency bonus multiplied by your Threat Level. Damage is applied only once per spell attack roll;
  • When making a mistake in an attack roll with magic, the Ally can use their reaction and 3 Ki points to make a new hit roll, keeping the new result.

Additionally, this Ally has advantage on Charisma checks to deal with its Great Spirit.

13 Spiritual Ritualist. When casting a spell from the shaman list that has a casting time of an action, the Ally can spend half of the spell's casting level (minimum 1) in ki points to cast it as a bonus action. Additionally, when this Ally assists in a Ritual connected to spirits or nature, its Rebound is reduced by 1.

Alternatively, the Ally can consume one use of this feature to enhance the instruction of a Ritual, causing an officiant instructed by him to add a value equal to the Ally's Threat Level (minimum 1) to the Ritual's next Nature roll.

17 Essence of the Summoner. If a creature that has been the target of a spell cast by him in the last 3 rounds has its hit points reduced to 0, the Ally recovers 1 Ki point. After this effect, the Ally recovers the Ki points spent in his last cast.

Additionally, this Ally can use one use of this feature, an action and 6 Ki points, to summon a powerful spirit capable of granting a small wish from one of the following options:

  • The spirit casts a spell from the Shaman list of up to 6th level;
  • The spirit summons an object worth up to 5,000 gp that is not magical. The object cannot be larger than Ally and disappears after 5 minutes;
  • The spirit recovers all damage received in the last round from up to 3 creatures of the Ally's choice that it can see;
  • The spirit copies the last action of a creature of the Ally's choice in a target or area indicated by the Ally.

Echo of the Shapeshifter's Path

These Shamans are able to alter the shape of their own bodies through the energy of spirits, often taking the form of beasts. They are the closest to the essence of spirits because they alter themselves in this way, but they are also usually the most unstable and reclusive due to the feral nature that emerges in their essence. When creating an Ally with this Echo, he becomes capable of manipulating his form through control of his spiritual essence, generating some effects:

  • Communion. The Ally learns the Sylvan language and becomes a friendly figure to all beasts that see him, as well as gaining proficiency with the Animal Handling and Survival skills.
  • Proprioception. This Ally becomes proficient with light and medium armor, bucklers, and light shields, as long as they are adapted for his original body.
  • Metamorph. The Ally gains access to the Wild Shape skill detailed on the Shaman Class page, and can use a bonus action to assume a Feral Aspect. The Ally has a number of Earthly Aspects equal to half his proficiency bonus (rounded up), acquiring new aspects based on his CR. The Ally can use this ability a number of times equal to his full rest proficiency bonus.
Narratively Speaking

As an ally, this shaman is a wanderer in direct connection with the essence of the Spiritual realm, often possessing a personality as volatile as his shapeshifting physical form. For the master, this Ally could be an Ursine from the Freljord who voluntarily assumes a form similar to Valhir's image during combat, a Shurimane shaman who takes the form of native creatures to resist the dangers of the desert, or even a Targonian who uses his altered forms to travel between the different regions of The Peak.

Metamorphosis Guide. As part of a Long rest, this Ally can alter a number of creatures equal to his proficiency bonus through his spiritual energy. Until the start of their next long rest, these creatures gain an effect of your choice from the following:

  • Metamorphosis of Adaptability. A creature's natural weapon (set during rest) deals additional damage equal to half the Ally's proficiency bonus. This damage is doubled against creatures native to the spirit realm.
  • Metamorphosis of Stability. The creature adds half the Ally's proficiency bonus in saving throws to resist possession or effects that attempt to alter its physical form.
  • Metamorphosis of Mobility. The creature gains a movement type between climbing, digging, or swimming for the duration.
  • Metamorphosis of Sensitivity. The creature receives a sense between keen sense of smell, seismic sense or darkvision.
Subclass Feature
CR Feature
5 Spiritual Ferocity. When assuming a feral form, the Ally gains 10 + their CR in temporary hit points that last for 2 rounds or until consumed. Additionally, attacks from this Ally that cause slashing damage now cause 1 Bleed or 1d4 in a critical attack. The Ally can consume one use of this characteristic to cause additional Bleed equivalent to their Threat Level (minimum 1) in one attack.

In addition, while in Wild Shape, the Ally can cast spells normally, ignoring any verbal and somatic components.

The Ally gains access to a number of Aquatic Feral Aspects equal to half its proficiency bonus.

9 Multiform Spirituality. With a bonus action and use of this ability, this Ally assumes an unstable form that allows you to transition between material and immaterial quickly, receiving the benefits below for 1 minute:
  • The Ally can use a bonus action or a reaction when being targeted by an attack to assume an intangible form until the start of their next turn, being able to pass through solid objects and not being the target of attacks or being under its area of ​​effect;
  • The Ally can make an additional attack when taking attack actions on their turn.

Additionally, the Ally has advantage on any Saving Throw that attempts to change its form without its consent.

Additionally, the Ally gains access to a Winged Feral Aspect, receiving an additional aspect of this type whenever they acquire a new subclass feature.

13 Spiritual Shapeshifter. The Ally learns the spells Alter Self and Enlarge/Reduce, they do not count towards the maximum spells known to the Ally. The Ally can use one use of this ability to cast one of these spells on themselves without spending Ki points. By doing so, the Ally can consume 2 Ki points to cast both spells under themselves, sharing the concentration of both. When you do this, when you make a Constitution saving throw to maintain concentration on these spells and fail, both are ended.

Additionally, once per long rest while assuming a Feral Form, the Ally may choose to assume a Hybrid Form, receiving the following benefits:

  • Attribute Increase. The benefits granted by the Aspect are doubled.
  • Extra Attack. The Ally can make an additional attack as part of its attack action.
  • Functional Hands. The Ally can hold weapons and shields normally (as long as their original form is capable of doing so).
17 Essence of the Shapeshifter. This Ally becomes capable of using this characteristic to cast the spell Metamorphosis at no Ki cost. When casting this spell in this manner, the DC to resist the effects of this spell increases by +2 and the Ally adds its Threat Level + its Wisdom modifier to the roll.

Additionally, once per long rest while assuming a Feral Form, the Ally may choose to assume a Superior Form, receiving the following benefits:

  • Attribute Increase. The benefits granted by the Aspect are doubled.
  • Extra Attack. The Ally can make two additional attacks as part of its attack action.
  • Natural Defense. The Ally gains DR equal to its proficiency bonus + its Threat Level.

Additionally, the Ally has no limit on uses in its common Feral Form.