Echo Knight Fighter

Feature Description
Manifest Echo At 3rd level, you can use a bonus action to create a magical echo of yourself within 15 feet. The echo lasts until dismissed, destroyed, or you are incapacitated. It has AC 14 + your proficiency bonus, 1 HP, and immunity to conditions. You can teleport to your echo as a bonus action and use it to make attacks. You can also make opportunity attacks from the echo's position.
Unleash Incarnation At 3rd level, whenever you take the Attack action, you can make one additional melee attack from your echo's position. You can use this a number of times equal to your Constitution modifier (minimum of once), regaining expended uses after a long rest.
Echo Avatar At 7th level, you can transfer your consciousness to your echo. While your echo is used this way, you are deafened and blinded. You can stay in this state for up to 10 minutes, and the echo can be up to 1,000 feet away without being destroyed.
Shadow Martyr At 10th level, you can use your reaction to teleport your echo to an unoccupied space within 5 feet of a creature targeted by an attack. The attack is made against the echo instead. This feature can be used once per short or long rest.
Reclaim Potential At 15th level, when your echo is destroyed, you can gain temporary hit points equal to 2d6 + your Constitution modifier (if you don't already have temporary hit points). You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining expended uses after a long rest.
Legion of One At 18th level, you can create two echoes with your Manifest Echo feature using a bonus action. If you create a third echo, the previous two are destroyed. You also regain one use of Unleash Incarnation when you roll initiative if you have no remaining uses of it.