Tari Reth

**Class & Level:** Fighter 15 (Echo Knight)

Tari Reth

Class & Level: Fighter 15 (Echo Knight) Species: Kalashtar Background: Outlander Alignment: Lawful Neutral Faith: Quori Reth Player: kennjason


Backstory

To escape the Dreaming Dark in her home area of Dor Maleer, and to have a chance to survive against the Inspired agents hunting her family lineage, Tari's full family pooled their resources and sought a high wizard to send their young eight-year-old daughter through the planes to another land that might give her a fighting chance to live.

She materialized in the realms of Faerûn on the marsh outskirts of Everlund, and with the warning of her family never to tell of what she is, made her way to the nearest settlement. She was drawn to the keep of vigilance where she was taken in as an orphan — more reserved than the others her age, and plagued by the memories and dreams of her family and quori, she was thought to be afflicted by either demons and nightmares or mental illness. She was brought to Silverymoon to be examined by the House of Invincible.

It was here she first met her mentor, a member of the Vigilant Eye, who recognized that there was something different — other worldly — about the odd girl. Her reserved nature but focused eye led her to begin training with other young ones of the order. As much as her skills excelled during training, her ability of divine intervention never manifested, and her odd behaviors led her to work better alone than in a larger order as she got older.

When she was in her late teens, without any divine power still, it was decided to transition the young fighter to the Order of Everwatch Knights. Here she was given more freedom to flourish on her own and left alone for her eccentric but harmless nature of speaking with herself. By her 20s she began to take on small assignments of her own within the eastern borders, helping escort various travel parties between the citadels for trade and around the Evermoors. Soon Tari had come to be known as the whispering guardian — the unusual knight who always seemed to know what was around the corner.


Stats

AC 21
HP 166
Speed 30 ft.
Initiative +0
Hit Dice 15d10
Proficiency Bonus +5
Passive Perception 17
Passive Insight 12

Ability Scores: STR 29 (+9) · DEX 10 (+0) · CON 18 (+4) · INT 8 (−1) · WIS 14 (+2) · CHA 10 (+0)

Resistances: Psychic · Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses: Darkvision 60 ft.

Saving Throws: STR (+14), CON (+9) proficient; advantage on WIS saves.

Top Skills: Athletics +14 · Intimidation +5 · Survival +7


Combat

Attack Hit Damage
Sun Blade +16 1d8+13 Radiant +1d8 Radiant (Finesse, Versatile, Sap)
Handaxe +14 1d6+11 Slashing (Light, Thrown, Vex, Range 20/60)
Weapon of Certain Death, Morningstar +14 1d8+11 Piercing (Sap)
Unarmed Strike +14 10 Bludgeoning

Three attacks per Attack action (Extra Attack ×2).


Key Features

Echo Knight — Manifest an echo of yourself as a bonus action: spectral, translucent, gray image (AC 19, 1 HP, immune all conditions). It lasts until destroyed, dismissed, you manifest another, or you're incapacitated.

Echo Uses: - Mentally command echo to move up to 30 ft. (no action) - Teleport to echo's space (bonus action, costs 15 ft. movement) - Attacks can originate from you or your echo's space (choose per attack) - Opportunity attacks as if you were in echo's space - If a creature within 5 ft. of echo can be seen, use reaction to make opportunity attack from echo's space

Unleash Incarnation (4 / Long Rest) — When taking the Attack action, make one additional melee attack from the echo's position.

Echo Avatar (1 Action) — Temporarily transfer consciousness to echo. See/hear through it up to 1,000 ft. away; you are deafened and blinded. Lasts up to 10 minutes.

Shadow Martyr (1 / Short Rest) — Reaction before an attack roll: teleport echo in front of the targeted creature. The attack is made against the echo instead.

Reclaim Potential (4 / Long Rest) — When your echo is destroyed by taking damage, gain temp HP equal to 2d6 + CON modifier.

Second Wind (1 / Short Rest) — Bonus action: regain 1d10+15 HP.

Action Surge (1 / Short Rest) — Take one additional action.

Indomitable (2 / Long Rest) — Reroll a failed saving throw.

Fighting Style: Dueling — +2 damage when wielding a melee weapon in one hand with no other weapons.

Martial Versatility — Replace a fighting style or maneuver on ASI.

Feats: Savage Attacker (reroll melee damage dice once per turn, use either total) · Fighting Initiate: Protection (reaction to impose disadvantage on an attack against another creature within 5 ft. while wielding a shield)

Kalashtar Traits: Dual Mind (advantage on WIS saves) · Mental Discipline (resistance to psychic damage) · Mind Link (speak telepathically to any creature within 150 ft., regardless of shared language; can grant them the ability to speak back for 1 hour) · Severed from Dreams (immune to magical sleep effects)


Spells

6th Level (item): Arcane Gate (from Second Rod Piece)


Equipment

Attuned: Armor of Invulnerability · Sun Blade · Belt of Storm Giant Strength

Armor: Armor of Invulnerability (Mithral Splint, 65 lb.) · Sentinel Shield

Weapons: Sun Blade · Handaxe ×2 · Weapon of Certain Death, Morningstar · Double-Bladed Scimitar

Notable: Goggles of Night · Necklace of Adaptation · Stone of Good Luck (Luckstone) · Figurine of Wondrous Power (Obsidian Steed) · Mithral Splint · Second Rod Piece

Languages: Common, Infernal, Quori, Undercommon

Tools: Lyre

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