Abjure Magic

Abjure Magic

Your proficiency with magic allows you to use your weapon bond as a shield against spells. You gain a +2 to Int/Wis/Charisma Saving throws for 30 minutes. This has a 24-hour cooldown.
Abjure Magic

Echo Avatar

You can temporarily transfer your consciousness to your echo, should it be summoned. In doing so, you gain fear and charm immunity for 20 minutes. This costs 1 superiority die and has a 24-hour cooldown.
Abjure Magic

Unleash Incarnation

You’ve learned to fight with your Echo as an extension of your physical abilities. You are never out numbered with your echo at your side. Using 1 superiority dice you may cast an ability and allow your echo to target an additional person within 1 foundations of your...
Abjure Magic

Reclaim Potential

While your echo is summoned, you may use 1 superiority dice to turn back fate’s design and reroll any save, even if you are currently afflicted by it. This also means, were you to take an injury, a severe one while your echo is still around you are able to return to...
Abjure Magic

Manifest Echo

At the cost of 2 CR Dice, you manifest an echo of yourself. This echo will take the next attack or spell directed at you, afterward dissipating. This echo can only shadow you. You are able to manifest an echo of yourself at the cost of 2 superiority dice, once per...
Abjure Magic

Know Your Enemy

Studying someone outside of combat you can discern their class, but not their level of mastery or subclass. You must have interacted with this person for 10 minutes. Roll your casting attribute against their deception, if they fail the roll you are aware of their...