The Echoes (5e Race)

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The Echoes[edit]

I'm not sure what I saw. It looked like a statue, but it kept moving from place to place, faster than I could see. And those things, whatever they were... They seemed to follow it like it was their master. As fast as it moved, they kept up with it. It was all just so creepy. I don't know how else to describe it.
—Anonymous Researcher

Design Note: Echoes, Riphts, and Dirae can function well on their own as a race but are at their best when in groups. These races synergize with their own, and this is reflected in their traits.


Physical Description[edit]

The Echoes, though they are the smallest group in the Lesser Host, are also the most diverse, having a wide variety of features between each of the different subraces. All of them, though, can be identified by their sunken grey eyes and tattoos of various promises, quotes, phrases, or pieces of information. They are the fastest of the Lesser Host, and can even outrun a Void Halo when flying. This comes at the cost of their overall hardiness, as they need to be lighter to maintain their speed.

History[edit]

The Echoes are the followers of Azrael the Whisperer, created by Chairon the Wise to serve it and act as its messengers, spies, and envoys of prophecy. They are used by Kurma more than the other sects of the Lesser Host, acting as observers and informants on his behalf. They are also the closest to their master, often going to it for guidance, comfort, or even to just listen to his infinite whisperings.

Society[edit]

The Echoes are the most organized sect of the Lesser Host, having a defined set of clans with distinct roles[1]. The clans are separated by subrace with the Ravens at the top, directing all of the other clans. They gain their role when they reach adulthood and rarely go up or down in the hierarchy afterward. They typically share information freely with each other, but they are known for keeping secrets from other races, including the other sects of the Lesser Host. They also mature much faster and have more agency to do what they want across dimensions than their fellows. And though they may seem like non-combatants, they can become rather terrifying when provoked, especially if there is knowledge, culture, or history being destroyed in their presence.

Echoe Roles[edit]

Most Echoes do not have proper names, instead using their role or title, then their subrace (e.g Master Raven). Their roles are (from most to least authority):

Raven: Lord, Master, Supreme Watcher, High Messenger High Prophet, Muse, Vigilant, Guardian

Crow: Prophet, Watcher, Messenger

Jackdaw: Thinker, Watcher, Messenger

Jay: Guide, Watcher, Messenger

Nutcracker: Aide, Watcher, Messenger

Echoe Traits[edit]

The Echoes are the shadows in the dark, listening to secrets and whispering hidden truths.
Ability Score Increase. You can choose to increase your Dexterity, Intelligence, or Wisdom score by 1.
Age. You become an adult at the age of 16, at which point you cease aging.
Alignment. Neutral
Size. Echoes vary widely in height and build, especially between subraces. Overall, your size is Medium.
Speed. Your base walking speed is 40 feet, and your base flying speed is 50 feet.
Knowing Eyes. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Light-Boned. Your body is thin and frail, perfect only for observation. As such, your AC decreases by 3.
Void Assisted. The power of The Void flows through you. As a result, you do not need to eat, sleep, or drink, nor can you become hungry or thirsty, or be put to sleep via magical effects.
Vertical Ascent. As an action, or a reaction to a ranged attack, you can instantly launch yourself off the ground, up to 15 ft. straight up, whether you are standing or sitting, without needing any time to prepare or even unfold your wings. This gives disadvantage to attacks made against you until your next turn. You cannot do this if you are prone.
Racial Connection. You can communicate telepathically with other Echoes within a range of 100 ft.
Silent Flight. Your wings do not make noise as they flap in the air. As such, you have advantage on Dexterity (Stealth) checks while flying.
Blitzing Flight. As an action, you can triple your flight speed for 1 minute. After the minute runs out, you take one level of exhaustion. You can do this twice before you must take a long rest to regain uses.
Gifted Sight. Your innate connection to Azrael has granted you a heightened perception of your environment. As an action, you grant yourself Truesight to perceive anything within 10 ft for 1 minute. After the minute runs out, you take one level of exhaustion. You can do this twice before you must take a long rest to regain uses.
Languages. You can speak, read, and write Common and Primordial.
Subrace. Their are 5 Echoe subraces: Raven, Crow, Jackdaw, Jay, and Nutcracker. Pick one.

Echoe Subraces[edit]

Raven[edit]

Ravens are the highest authority amongst the Echoes, directing and watching over them, as well as reporting directly to Azrael. Their skin and large wings are black as coal, and they are also the biggest-built of the subraces.

Ability Score Increase. Your Constitution score increases by 3[2] or your Intelligence and Strength scores increase by 1 each.
Size. Ravens stand, on average around 6 - 8 ft tall. Your size is medium.
Superior Soul Claim. As an action, you can reach out to the soul of one creature whose Hit Points have dropped to 0 within 10 ft. For you to connect to them, they must fail a DC 20 Constitution saving throw. One connected, they get an advantage in their Death Saving Throws; on their third failure, their soul will consume their body as the power of The Void enters them, turning them into a Void Wraith that will obey your every command. On their third success, your connection to their soul ruptures, and you take 2d6 psychic damage. You can do this twice before you must take five long rests to do this again.
Commander. You have advantage on Charisma checks and saving throws that involve you asserting your dominance.
Show of Power. You have access to the Transmutation cantrip thaumaturgy, and using it will give you advantage on Charisma (Intimidation) checks throughout its duration. Wisdom is your spellcasting ability for this spell.

Crow[edit]

Crows, along with Jackdaws, are the second-highest authority amongst the Echoes, reporting directly to the Ravens. Their skin and large wings are a shimmering onyx black, and they are also the loudest of the subraces.

Ability Score Increase. Your Charisma score increases by 3[2] or your Wisdom and Intelligence scores increase by 1 each.
Size. Crows stand, on average around 5 - 6 ft tall. Your size is medium.
Soul Claim. As an action, you can reach out to the soul of one creature whose Hit Points have dropped to 0 adjacent to you. For you to connect to them, they must fail a DC 15 Constitution saving throw. One connected, they get an advantage in their Death Saving Throws; on their third failure, their soul will consume their body as the power of The Void enters them, turning them into a Void Wraith that will obey your every command. On their third success, your connection to their soul ruptures, and you take 3d6 psychic damage. You can do this once before you must take four long rests to do this again.
Murder Call. As an action, you can let out a call that can be heard up to 50 ft. Other Echoe Crows who hear it can respond as a reaction, and other creatures must succeed in a Constitution saving throw or become frightened for 1 turn. For every Ally Combatant[3] within the range of the call, you get an extra 1d4 added to all damage rolls until you exit combat. If an Ally Combatant is an Echoe Crow, you get an extra 1d6 from them instead. You can do this once before you must take one short rest to do this again.
Crow Response. As a reaction, you can respond to another Echoe Crow's Murder Call, granting you an extra 1d4 added to all damage rolls until you exit combat. You cannot respond to your own Murder Call.
Caw of the Night. Whenever you caw, you use the Evocation cantrip eldritch blast, letting out a beam of black energy from The Void. Charisma is your spellcasting ability for this spell.

Jackdaw[edit]

Jackdaws, along with Crows, are the second-highest authority amongst the Echoes, reporting directly to the Ravens. Their skin and large wings are black with dark blue tips, and they are the most intelligent of the subraces.

Ability Score Increase. Your Intelligence score increases by 3[2]
Size. Ravens stand, on average around 6 - 7 ft tall. Your size is medium.
Crafty Foe. You have a proficiency with Artisan's Tools or Thieves' Tools.
Intellectual Fighter. You have a proficiency with improvised weapons.
Careful Hands. Your intelligence gives you access to the Divination cantrip true strike. When you successfully land a hit while using true strike, you can do an extra 1d10 piercing damage. Intelligence is your spellcasting ability for this spell.

Jay[edit]

Jays, along with Nutcrackers, are the lowest authority amongst the Echoes, reporting to Crows and Jackdaws. Their wings are smaller than their superiors and are mainly blue with some black and white. They are the most amicable of the subraces.

Ability Score Increase. Your Charisma score increases by 3[2]
Size. Ravens stand, on average around 5 ft tall. Your size is medium.
Jay's Melody. As an action, you can let out a melodic call that can be heard up to 30 ft. Other Echoe Jays who hear it can respond as a reaction, and other creatures must succeed in a Constitution saving throw or become charmed for 1 minute. For every Ally Combatant[3] within the range of the melody, you get an extra 1d4 temporary hit points. If an Ally is an Echoe Jay, you get an extra 1d8 from them instead. You can do this once before you must take one short rest to do this again.
Crow Response. As a reaction, you can respond to another Echoe Jay's Melody, granting you an extra 1d4 temporary hit points. You cannot respond to your own Melody.
Charmer. You have advantage on Charisma checks and saving throws that do not involve seduction.
Wicked Tongue. You have access to the Enchantment cantrip vicious mockery. Charisma is your spellcasting ability for this spell.

Nutcracker[edit]

Nutcrackers, along with Jays, are the lowest authority amongst the Echoes, reporting to Crows and Jackdaws. Their wings are smaller than their superiors and are mainly grey with black at the edges and white on the tips. They are the most agile of the subraces.

Ability Score Increase. Your Dexterity score increases by 3[2]
Size. Ravens stand, on average around 5 ft tall. Your size is medium.
Special Pouch. You can comfortably hide up to 5 tiny objects in your mouth. They cannot be seen or retrieved by anyone that you don't allow, and do not inhibit speech or verbal components for spells.
Lock Picker. You can use your hands to pick a lock by making a Dexterity (Sleight of Hand) check.
Agile Counter. Whenever you are hit by a creature with a melee attack, you can cast shocking grasp against them as a reaction.


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  1. It is highly uncommon for an Echoe to get a role outside of their clan (especially if it is high).
  2. 2.0 2.1 2.2 2.3 2.4 You can't increase an ability score above 20 using this feature.
  3. 3.0 3.1 This refers to all Allies in combat with you.
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