In my opinion, the Echo Knight has been the best part of this release. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. It does not even walk. Since the echo allows us to make opportunity attacks when things leave its safety donut (note that this ability requires the target to be adjacent to your echo and then leave that area, regardless of your weapons actual reach. While there is some disagreement on this, the wording of the feature makes no mention of the fact that you cant engage in combat while in your avatar form. While your Echos are flimsy, you can create new ones during the fight. With the BBEG, you can quickly enter and exit a fight without ever letting them touch you. That means that its a valid target for Sanctuary, which is busted because the Echo never actually attacks, it just allows you to use its location. Also doubling or tripling yourself has some pretty sweet advantages. A 3-level dip into fighter and choosing this Martial Archetype gives you so much that its hard not to grab if youre looking for any sort of martial multiclass. Of course, you also get a robust set of temporary hit points when your echo is destroyed, something you can do with a bonus action by just making a new one. Aiming for the full 20 levels of Echo Knight is strong. Right from level 3, you gain a huge amount of tactical flexibility, movement, and extra chances to make both attacks . Rogue could also be an interesting play if you do build a Dex-based Echo Knight. This harms the viability of a two-weapon build. Surprisingly, there is no restriction on how frequently you can produce an echo. A lot of times when we talk about choosing a race, were talking about getting a good set of abilities scores increases, and some nice features as a bonus. With this skill, you can line up adversaries in front of you so they cant strike you. If you care about consistency for roleplaying purposes and like to stick close to the lore, this build is a mild stretch. However, the Echo Knights text doesnt specify an exception With this subclass, you're unlikely to be forced to spend your turn moving into position before attacking. An echo must stay within around . It really is up to you, however. (Everything seems more awesome with Norse chants) Still, very cool class. Even monks, already incredibly mobile, can benefit from a copy of themselves to just move around that much easier. There are quite a number ofspells that target it. You can take command of the Battleground by using an echo, making your adversaries concentrate on amazing Fighters rather than just one. Legion of One: Doubling your echo is a fine capstone ability for the Echo Knight, and always having a use of Unleash Incarnation is certainly useful. It is possible for your echo to be up to 1000 feet distance from you and still function while it is being utilized in this manner. Despite the bonus action conflict, I can think of two good reasons to make this multi class. communities including Stack Overflow, the largest, most trusted online community for developers learn, share their knowledge, and build their careers. Fight with Clones: Echo Knight 5E Guide. condition reduces your speed to 0, which means that you dont have 15 feet Published Dec 28, 2020. Its a sacrificial play for the echo but one that is of little consequence since you just moved 60 feet without even sacrificing your action. When your echo is destroyed, you can gain a number of temporary hit points equal to 2d6 plus your Constitution modifier, provided you dont have any temporary hit points already. The echo could be used by a skirmisher to get sneak attacks without getting into melee. Using your reaction you can transport your echo into the path of an approaching attack against a target you can see this ability is available to Shadow martyrs of level 10. That never really jived with me, so I decided to make a living out of games, stories, and all sorts of fantastical works. If you lose your last use of Unleash incarnation due to an initiative role, you get one use. Because they can quickly seize control of a fresh location on the battlefield for which to cast spells, even casters benefit from this. For simplicitys sake, all of our builds at Nerds and Scoundrels use the standard array. I also get a fighting style, and I choose defense. Echo Knight has a lot of great roleplaying potential, too. Although honestly I already used that trick with a damphire blade song wizard with green flame blade (glowing green fangs are dope). Your opportunity to attach will get better thanks to the achievement. You can attach your mage hand to your echo and have something that is fully functional for attacking and interacting with objects. 2nd Level: web. Instead of the intended target, your echo is the target of the attack. 9 Tank Dragonknight. Web is an extremely potent crowd-control spell. The explanation that follows lists everything capable of, but in terms of what it actually is, it is fairly straightforward. Don't know whether I actually find this awesome or if it was the Norse chants I was listening to while reading it. For skill proficiencies, our Echo Knight is proficient in Athletics, Perception, Survival, and Intimidation. But this is when that tactic is useful. Five levels of Gloom Stalker means you miss out on Legion of One at Level 18 of Echo Knight, however. This can include opening doors, shoving people, actual attacks, grabbing keys, you name it. Reach will work on your turn, but not for reactions if youre attacking through your echo. Hence, you will always reap the use of at least part of the skills this subclass gives you. Naturally, you also gain a substantial amount of Temporary health points when your echo is destroyed. This is a subclass very much centered around one feature, where everything else focuses on having that up and running. 2023 Wizards. We plan on being a frontline fighter that combines the inherent tank of the Dragonborn to support using the multiple attacks that come with the Echo effect. Nothing different than any other Fighter. . It is just a translucent image that occupies a space. powerful. Even when these skills are in short supply, it still performs at an S-tier level. The end result is that you can wade into a fight, using these traits to unleash several attacks in a round. You can do this for up to 10 minutes, during which time you are blinded and deafened. Immunity to all conditions means that it cant be restrained, poisoned, blinded, etc. movement for the turn). You can use a bonus action to create two echos instead of just one. Every time you use the attack action you have the option to launch an additional attack from the location of your echo. Thats a lot of numbers, but what Im getting at is that the Echo Knight already doubles the portion of the battlefield youre in control of at any given moment. Youll have a character that is strong. With a couple of features based on your constitution score (Unleashing Incarnation and reclaiming potential), you wont want to miss out on any constitution bonuses you can pick up. options like Meteor Swarm RAW only damage creatures, but I think a Prioritize Constitution second. things and takes damage appropriately. as you will have 15 feet of movement to spend after teleporting you can The combination of my abilities, fighting style, shield, and chain mail adds up to an Armor Class of 19. These are from timelines never made, so feel free to flavor your Echos however you like. / Hasbro, Inc. Sons of the Forest Keep Cannibals Away Guide. Even highly mobile monks could use a duplicate of themselves to move about even more conveniently. At last, we get to summon our noble, phantasmal sibling. Mountain dwarf: +2con and +2 STR even if the features are a little lacking. T. the breath weapon is always a fun addition. Also, this powers a class feature. Dexterity can be a viable pick if you'd prefer having a bow in reserve for enemies that are especially far away or you're keen on a two-weapon build. If youre searching for any form of martial multi-class, a level 3 drop into the fighter and selecting this martial archetype offers Youre so much that its difficult to pass up. If it tries to walk away to get to the real twin, it gets attacked and held in place by Sentinel. places with your echo, allowing you to escape grapples, difficult terrain, The wording on Echo Knight is that you can make attacks originating from its location. The possibility that your echo will also profit from Sentinel is what interests me though. It is only what it is described as being in the features sections up top. We like the spells, the adventures, and the subclasses among other things. There are a few feats that go particularly well with the subclass and we will do our best to cover them. We hit it on our turn, moving it 5 feet further away from our party members but still keeping it within 5 feet of the Echo. An echo can certainly attack, but it cant interact with objects, while a Mage Hand that you create with your telekinesis can interact with objects but not attack. Just dont leave them around for so long that they become ancient. Attacking together as one, they're a force to be reckoned with! Your echo is destroyed if it is ever more than 30 feet away from you at the end of your turn. Then trade the Disguise Kit proficiency for Cartographers Tools so you can be the guardians of navigation and prevent sailors from crashing into things. Wizards of the Coast LLC. There is no limitation on how often you can create What Im interested in, however, is the potential for your echo to also gain the benefits of sentinel. You have a lot of options here. Echo and PC next to the target still counts as alone. For this scenario, the build will be a Minotaur Zealot Barbarian 5 / Echo Knight Fighter 3 with the Great Weapon Fighting fighting style and Great Weapon Master feat. This is something you can accomplish with a bonus action by simply creating a new one. Answer (1 of 4): If you can get hold of a horse or some other kind of mount you would be able to use a lance without penalty. Q: Is an Echo considered a creature?A: No, an Echo is considered a magical object and not a creature. This is an opportunity for really interesting synergy. It also takes up the same amount of space as you do. It is only what it is described as being in the features sections up top. For flavor, I selected a flail for a weapon. Nerds and Scoundrels is unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. "The Echo is not considered a Creature, it's a Magical Object. Even if they used the disengage action before attempting to flee, a large number of foes of our now are at risk of being stunned by chance attacks. Found a monster thats vulnerable to an energy type? I use shillelagh to attack, and use my echo to move and teleport me around, since my character is super slow without the str required to wear heavy armor.Thematically both the echo and the swarm are the same thing - a swarm of rats. Is also coming from a different area than you, which is another bonus. Now our chance of getting a crit in a turn is up to 26.5%. Almost any Martial class can use battlefield control effectively. Below, well outline the choices we made in building our character. Since the echos text states that you can use your reaction to make an opportunity attack against that creature as if you were in the echos space, that would suggest to me that any opportunity attacks you make, from either your space or your echos space, gain the benefits of sentinel. when forced to make a saving throw, your echo utilizes the saving throw bonus and is the same size as you. Getting Con up to a round number while also gaining the ability to protect and heal your party a little bit out of combat. When combined with the soul knifes teleportation, teleportation can be used by rouge in some quite inventive ways to sneak around. It can be targeted by things like attacks and spells, but weirdly RAW The capacity to strike more targets increases for barbarians. Advanced Echo powers often require expenditure of one's Reaction. Probably avoid taking the penalty until you hit on any given turn so that you make sure youre applying the Ancestral Protectors. It is only what it is described as being in the features sections up top. Is also coming from a different area than you, which is another bonus. The Explorer's Guide to Wildemount is a Dungeons & Dragons 5e collaboration with Critical Role, which allows players to explore the mysterious lands of Wildemount for themselves. A Con bonus race would get more . The Echo is quite stunning at its most basic capability level. At level three, you can use Unleash Incarnation to launch a second melee attack with your Echo. out of a grapple, but RAW you definitely cant since the effect doesnt Echo Knight 5e build a brand-new fighter subclass that provides the martial class with innovative strategies to violate the rules. Custom Lineage. Despite having only one hit point, it can avoid being it. Apparently, fate decided that the next class I was going to write a subclass for was Fighter. Mechanically, Echo Knight is a powerhouse. The bottom three stats could be swapped around, especially moving Wisdom to 12 for the sake of common saving throws. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows. The Astral Arms have a 10ft range. Not approved/endorsed by Wizards. Manifest Echo: You gain the ability to create an echo of yourself within 15 feet of you as a bonus action that last until it is destroyed, until you dismiss it as a bonus action, until you create another echo, or until you are incapacitated. This gives us a +1 bonus to AC which is perfect for what we are going for. A mace or one-handed sword also works perfectly well, but there are fewer critters out there resistance to bludgeoning compared to slashing or piercing damage. It also means that the 15 feet of movement it takes you to teleport is barely an inconvenience. Thank you for pointing this out. Instead of the intended target, your echo is the target of the attack. Do you have an archer firing down on you from above? Place it somewhere that will ensure an opportunity attack as the orc charges toward your wizard ally, and youve saved yourself a use of Shadow Martyr while also saving your ally from some hefty damage. Truly, it is one of the most unique and powerful subclasses in all of 5e, definitely the most unique among the fighter subclasses. Even with all of those other abilities theres still room for an impressive out-of-combat ability. Onelets you push back enemies and knock them prone. . Follow along as we reveal the backstory of Grey, a. The Echo Knight fighter is the answer to your woes. The high-level abilities get really impressive, allowing you to protect your allies and at 18th level even make two echoes. If Dex-based, you want a Gloomstalker. Originally from Critical Role's Explorer's Guide to Wildemount, the Echo Knight in Dungeons & Dragons 5th edition is a powerful Fighter subclass. This is a new subclass found in Explorer's Guide to Wildemount. You can heighten your echo's fury. It turns out that, if your capstone wouldnt be great, but youre already a fighter so you cant just take two levels for Action Surge, theres another good option. Its AC is going to start off pretty impressive at 16 and cap out at 20 once you get to 17th level. Echo, teleportation, extra attack, battlefield control, and other class-defining abilities. Fighters already get the most attacks. You can take command of the Battleground by using an echo, making your adversaries concentrate on amazing. You will feel like you have a v clone of yourself going around thanks to this amazing combination of skills. Manifest Echo doesnt specify, but We need to bare in mind a bonus when we examine how each of these skills interacts with the others because it is an uncommon one. The fighter class benefits from two additional Ability Score Improvements (at 6th and 14th level), allowing them to max out their core stats while picking up a feat or two along the way. Sentinel is an incredible feat and a staple in Defender builds. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. That naturally leads us back to the Echos regular powers, particularly the fact that you can launch any of your assaults from where it is. Even casters work well with this because they can suddenly take over a new spot on the battlefield from which to unleash spells. Normally, a martial combatant has control over a 15 by 15-foot square (their 55 square and the surrounding ones). 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