Level 3
Manifest Echo.
You can use a Free Action manifest an echo of yourself within 15 feet of you. lasts until it is destroyed, until you dismiss it as a Free action or you fail a wound check.
Your echo has your armor, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up 6 space in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
As an Action, you can teleport, magically swapping places with your echo at a cost of 3 space of your movement, regardless of the distance between the two of you. When you take the Attack action on your turn or reaction, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
Level 7
Avatar.
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Level 11
Absorb Echo.
You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + STR.
You can use this feature a number of times equal to your STR. You regain all expended uses when you finish a Safe Rest.
Level 15
Echo Legion.
You can use an action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.