Echo Runners turn sound into misdirection. They study how voices travel through alleys, caverns, and crowded halls, then use that knowledge to create openings for precise attacks and vanish before foes can answer. Their craft suits scouts, infiltrators, and battlefield skirmishers who prefer a whispered cue to a shouted command.
Every sound is a trail—and every trail can be falsified.
Mobile infiltrator and skirmisher who uses sound to misdirect foes and create openings.
EREcho Runner
At a glance
Level
3
Proficiency
+2
bonus at this level
Echo charges
Hit die d8
PrimaryDexterityWisdom
Subclass of Rogue
Features
4 at 3, 9, 13, 17
3Level 3, reached
Soundwright
You gain proficiency in Performance or with one musical instrument of your choice. You can mimic simple sounds you have heard, such as a short call, a footstep, or a creaking hinge. A creature that hears the imitation can identify it as false with a successful Wisdom (Insight) check against your Dexterity (Stealth) check. You also gain a pool of echo charges equal to your proficiency bonus, and regain all expended charges when you finish a long rest. As a bonus action, expend one charge to create a brief sound you have heard at a point you can see within 60 feet. One creature within 10 feet of that point that can hear it must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or have disadvantage on the next opportunity attack it makes before the start of your next turn.
9Level 9
Trailing Footfall
When you use Cunning Action to Dash or Disengage, you can leave a convincing sound of your movement at the space you left. Until the start of your next turn, the first creature that hears the sound has disadvantage on Wisdom (Perception) checks to locate you. In addition, immediately after you take the bonus action, you can move up to 10 feet without provoking opportunity attacks. You can use this additional movement once on each of your turns.
13Level 13
Veil of Stillness
You can use your action to create a pocket of unnatural quiet centered on yourself, with a 10-foot radius, for 1 minute. The quiet moves with you and ends early if you are incapacitated or dismiss it (no action required). Sounds made within the area cannot be heard outside it, and creatures outside it cannot hear sounds made within. You can speak and hear normally within the area. Once you use this feature, you can't use it again until you finish a short or long rest.
17Level 17
Shattering Refrain
When you hit a creature with an attack that qualifies for Sneak Attack, you can expend one echo charge to add 3d6 psychic damage to the attack. The target must also make a Wisdom saving throw against your Soundwright save DC. On a failure, it can't take reactions until the end of your next turn. You can use this feature only once per turn.
Core traits
Hit die
d8
Primary
DexterityWisdom
Hit pointsAs Rogue: per rogue level; 8 + Constitution modifier at 1st level, then (or 5) + Constitution modifier per rogue level thereafter.
Saving throwsAs Rogue: Dexterity and Intelligence saving throw proficiencies. Soundwright save DC = 8 + your proficiency bonus + your Dexterity modifier.
TrainingAs Rogue. At 3rd level, gain proficiency in Performance or with one musical instrument of your choice.
Skill choicesAs Rogue: choose four skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
ResourceEcho charges: a pool equal to your proficiency bonus, regained on a long rest. Soundwright and Shattering Refrain expend charges.
MulticlassingThis subclass adds no multiclass prerequisites or proficiencies. Use the Rogue's normal multiclassing rules. Echo charges are based on your total proficiency bonus.
Playing one
What it is
Echo Runners turn sound into misdirection.
They study how voices travel through alleys, caverns, and crowded halls, then use that knowledge to create openings for precise attacks and vanish before foes can answer. Their craft suits scouts, infiltrators, and battlefield skirmishers who prefer a whispered cue to a shouted command.
How to play one
You play a mobile Rogue who shapes attention rather than controlling a battlefield outright.
Use Soundwright to spoil a foe’s opportunity attack or draw attention away from your route, then use Cunning Action and Trailing Footfall to reposition. Veil of Stillness is best for a quiet approach or a rapid escape, while Shattering Refrain rewards saving an echo charge for a high-value Sneak Attack.
Make one
Personality
I listen to a room before I decide whether to enter it.
Ideal
Precision. A well-placed whisper can prevent a hundred needless deaths.
Bond
I carry a small bell from the village whose warning I failed to deliver.
Flaw
I cannot resist correcting someone who misjudges how sound travels.
Quirk
Clicks their tongue once before entering an unfamiliar room.
Personality
I listen to a room before I decide whether to enter it.
I speak softly, even when no one else is around.
I collect distinctive whistles, bells, and other small sounds.
I notice when people repeat phrases they have heard from someone else.
Ideals
Precision. A well-placed whisper can prevent a hundred needless deaths.
Freedom. No guard, wall, or rumor should decide where a person may go.
Truth. Every false sound is a tool; the truth is what I use it to uncover.
Bonds
I carry a small bell from the village whose warning I failed to deliver.
My first mentor taught me that every place has a voice; I intend to prove them right.
Someone has learned to imitate my signature whistle, and I need to know why.
Flaws
I cannot resist correcting someone who misjudges how sound travels.
When a plan goes wrong, I blame the noise before I blame myself.
I sometimes mistake a familiar voice for a trustworthy one.
Quirks
Clicks their tongue once before entering an unfamiliar room.
Taps a rhythm against their wrist while thinking.
Repeats a stranger’s last few words in a perfect imitation.
Pauses mid-conversation to listen for distant sounds.
In the world
Training
A prospective Echo Runner usually learns from a scout, courier, or stage performer.
Training combines careful listening, sound imitation, stealth drills, and navigation through echoing spaces. Initiates prove themselves by crossing a guarded route without being correctly located.
How others see them
Ordinary people often mistake Echo Runners for performers or messengers until they notice how easily one can make a sound come from the wrong direction.
In places troubled by espionage, their talents inspire both suspicion and gratitude.
Famous practitioners
Echo RunnerNera VellA celebrated courier who once crossed a besieged city by guiding allies with taps through the sewer walls.
Echo RunnerTovin ReedwhistleA retired infiltrator said to have impersonated an entire council meeting from the rafters.
Factions
The Listening Thread
A loose network of scouts who exchange maps of tunnels, courtyards, and acoustically useful routes.
The Quiet Mile
A discreet guild of couriers and spies who pass messages through coded knocks and whistles.
The Hollow Bell Wardens
A company of scouts who protect remote settlements by learning the warning calls of local wildlife.
Regions
The Saltglass Coast
The crowded, echoing lanes of port cities, where couriers and informants train to pick out a single voice from a multitude.
The Basalt Marches
Mountain holds and old mines, where scouts learn to read footsteps and knocks through stone.
The Whisperpine Belt
Dense forest settlements, where wardens study animal calls and use them to signal across ravines.
Character hooks
You were trained to map enemy patrols by listening to their footsteps through stone.
A theater troupe taught you to mimic voices, and you used that talent to expose a noble’s conspiracy.
You survived a siege by guiding people through tunnels using coded taps.
You are tracking a murderer who leaves a different musical note at every scene.
Your order sent you to recover a lost instrument whose tones can be heard miles away.
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