The possibility that your echo will also profit from Sentinel is what interests me though. In addition to the shield, I also opted for Chain Mail armor. Echo knights are warriors of the Kryn Dynasty that use dunamancy to summon duplicates of themselves to fight with them on the battlefield. 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. If you would like to change your settings or withdraw consent at any time, the link to do so is in our privacy policy accessible from our home page.. (It usually wont take much movement, but you will be in a new location). Whether from your space or your echos space benefit from the Sentinel. 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. You can see and hear through your echo as a move. Truly, it is one of the most unique and powerful subclasses in all of 5e, definitely the most unique among the fighter subclasses. You only need 13 Str or Dex and 13 Wis for the multiclass. Give it whatever you have left over. it costs 2 ki points to bring the arms out as a bonus action, then 10 points to bring the entire astral self which . Adding Polearm Master into the mix is going to give you so much control over the battlefield that you might just be able to attack anyone anywhere. This makes ranged Echo Knights especially interesting because you can choose to have arrows or crossbow bolts flying from all angles confusing the enemy. that means that it cant be targeted or damaged by many spells. There are quite a number ofspells that target it. Theoretically, a 3rd-level fighter could get four attacks off in one turnby combiningtheir Action Surge with Unleash Incarnation. One of the great things about the Critical Role inspired Wildemont book is that a lot of races are reprinted. Even The Echo Knight is a wild departure. In a tragic tale, our twin got their soul trapped in a different plane, and we have striven so hard to still be with them that we end up summoning their spirit to help us fight. Nerds and Scoundrels is unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. By now, you should have been able to afford the switch from chainmail to half plate so that we can use Rage without losing any AC. 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. Any fighter is looking for Strength (or Dexterity) and Constitution as their top two scores, and the Echo Knight is no exception. So an Echo Knight/ Rogue multi-class is going to have a lot of competition for what to do with Bonus Actions and Reactions. Then trade the Disguise Kit proficiency for Cartographers Tools so you can be the guardians of navigation and prevent sailors from crashing into things. However, the echo is easy to take down and can lock down your bonus action. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. The Echo has some of the oddest and most metaphysical lore in the game. 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. You can make an echo. We can apply that same logic to the Echos teleportation, and so long As a soldier, he carries a dice set. 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. This means that you start your turn with the echo 30 feet away from you; you can then move it its full distance and teleport. Summon an Echo across the room so you can fight two enemies at once. Thank you for pointing this out. Echo Knight 5E Build - Ravenite Dragonborn. Where to go with this character is up to you. Why Mountain Dwarf Is the Best DnD Race for an Eldritch Knight. 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. And if you teleport wisely, you dont have to worry about getting touched. We and our partners use data for Personalised ads and content, ad and content measurement, audience insights and product development. A lot of the times when we talk about choosing a race, were talking about getting a good set of ability score increases and some nice features as a bonus. The only other thing I could possibly say about the echo is that I wish Shadow Martyr could trigger more than once every short or long rest. Throw your Echo under the bus. Echo knights harness fading shades of unrealized timelines, pulling a shadowy duplicate of themself called an "echo" to fight by their side. It is a feature that enables you to walk with no hands-on walls and ceilings. Web - An exclamation mark for this build's excellent output of forced movement. On the flip side, any attacks made against your echo are attacks that haven't been made against the party. In my opinion, the Echo Knight has been the best part of this release. Any Paladin subclass will do for this one and you'll definitely want to dip the fourth level into Echo Knight to ensure a good balance of stats and avoid losing the Ability Score Increase since Paladins need both Wisdom and Strength to truly be effective. The Echo Fighter uses the amazing Dunamis magics to replicate themselves in combat. Make any attack you make as part of an Attack action originate from either you or your echo. Echo Knight almost feels out of place as a fighter subclass, but then again I cant really think of a better place to put it beyond making a new class and sticking every Gish flavor there. 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. None of the advantages that come with being a creature, such as having a turn of its own or having the option to use abilities like help or hide available to it. Its a sacrifice play for the echo, but since you just move 60 Feet without giving up your action, its of little concern. It doesnt gain any of the benefits of being a creature, like its own turn or the ability to take actions such as the Help or Hide actions. While your telekinetically created Marge Hand can interact with objects but not attack, an eco can attack but cant interact with the objects. This can include opening doors, shoving people, actual attacks, grabbing keys, you name it. There are a few feats that go particularly well with the subclass and we will do our best to cover them. Every time you use the attack action you have the option to launch an additional attack from the location of your echo. If you want to engage in any combat of your own. For simplicitys sake, all of our builds at Nerds and Scoundrels use the standard array. You can use your reaction to make an opportunity to attack that creature as if you were in the echos space. It is just a translucent image that occupies a space. Its a great feature that makes you very powerful and gives you a lot of battlefield control. Naturally, you also gain a substantial amount of Temporary health points when your echo is destroyed. Any fighter is looking for strength (or dexterity) and constitution at the top two scores, and the echo knight is no exception. Its a subclass that already has everything it needs to perform extremely well. Listed below are a couple of tricks up their sleeves. Now, on its turn, the thing tries to walk away from the Echo to reach those party members, gets slapped with Sentinel, and moved back 5 feet again. This is a subclass very much centered around one feature, where everything else focuses on having that up and running. Since I tend to pick the weird outliers first, this guide is about the Echo Knight, a subclass introduced in Explorer's Guide to Wildemount. To list all the possibilities is a little challenging because of this. Sons of the Forest: What to do at the Grave? T. the breath weapon is always a fun addition. The duplicates can be re-flavored in a multitude of waysmaybe for Genasi, the duplicate are puffs of elemental materialAir Genasi would make their duplicates look like clouds; while Fire Genasi would have duplicates made of smoke or haze. of movement to spend. But this is when that tactic is useful. Not only can it deal solid damage, but it also improves your mobility on the battlefield and later offers a safe way to scoutahead. Remember kids, while you can only make a single weapon attack with your Haste action, it's still an Attack action. Oh boy. Out of combat teleportation and scouting could be amazing for a rogue. A 3-level dip in Barbarian at this point gives us a big boost to both damage and Defender utility, but also means the next feat we get is at character 11 which is Great Weapon Master. ring of haste 5e ring of haste 5e. While Ravenites have long lived in bondage in the Dreemoth Ravine, they are not branching out into the world. 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. Barbarians gain the ability to hit more people. Our Echo is next to something. This will apply the Crusher debuff to the target and let us swing again. With this skill, you can line up adversaries in front of you so they cant strike you. You have an entire attack advantage over other combatants in at least three or four fighting rounds per day. 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 subclass can dish out a lot of damage and ensures you're always positioned where you're needed on the battlefield. 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. Onelets you push back enemies and knock them prone. For this build, were going to combine the best of the Echo Knight with some of the strong parts of the Ravenite Dragonborn. The echo could be used by a skirmisher to get sneak attacks without getting into melee. At the end of your turn, if your echo has ever been further away from you than 30ft it is destroyed. Strength or Dexterity should be your highest ability score. We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we cant assume that your game will allow 3rd-party content or homebrew. RPGBOTis unofficial Fan Content permitted under the Fan Content Policy. Echo Knight has a lot of great roleplaying potential, too. Because they can quickly seize control of a fresh location on the battlefield for which to cast spells, even casters benefit from this. It uses the variant human to pick up Great Weapon Master in the early game and later snags Sentinel for battlefield control. Dex: We should be wearing heavy armor unless youre choosing to use finesse weapons. You will be utilizing you according to the most extent if you only use it as an additional location from which to strike. Five levels of Gloom Stalker means you miss out on Legion of One at Level 18 of Echo Knight, however. An echo must stay within around . Save my name, email, and website in this browser for the next time I comment. If your table uses theoptional rulesfromTasha's Cauldron of Everythingforcustomizing your origin, you won't need to worry about which races offer Strength or Dexterity, since you can choose your own ability score increases. 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. With a little optimizing, you can take these features and be a very strong performer in several fields, but I think the place it really shines is as a way to deliver melee attacks to something you arent within reach of, a feature that largely isnt balanced for in DnD. Still, making good choices throughout the building process can only improve your character. But Echo Avatar allows you to fill this niche nicely. Manage Settings movement for the turn). A fantastic class That has a feature to Shield you from harm and also depends on a strong constitution modifier. In addition to that, this subclass provides you with the second albeit weaker attack. Torm: the True and Loyal Fury - DnD 5e Deity Guide, Tyr: Lawful Good God of Law and Justice - 5e Deity Guide, Tempus: the Spirit of War Embodied - DnD 5e Deity Guide, Writing a Memorable Backstory for DnD 5e: A How-To Guide, Strixhaven Mascot Feat Guide 5e: Complete Breakdown of Mascots. Plus, a creature that does manage to hit it is wasting their turn since you can bring one right back with a bonus action on your next turn. Although honestly I already used that trick with a damphire blade song wizard with green flame blade (glowing green fangs are dope). "The Echo is not considered a Creature, it's a Magical Object. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. Please enable JavaScript to get the best experience from this site. Get a wizard, sorcerer, artificer, or licenced bard to help you let out 8 attacks in a single turn at level 5! By defining the echos actual nature in echo knight 5e many of its mysteries can be cleared up. Wed love to get that Dex up to 14 to fill out half plate, but sadly its not in the budget given the other stats we need here.BaseIncreasedStr1517Dex1212Con1515Int88Wis1313Cha1010. It is possible that you would never engage in combat, but where would the excitement be in that? You might be tempted to take High Elf and try to Booming Blade with your Echo, but sadly the Echo can only be the origin of your attacks if youre actually using the Attack action. 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. This is an opportunity for really interesting synergy. Throw on a buff and have at. 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. Managing this character can have a bit of a learning curve, as . As mentioned, we walk out with Sentinel, then take Crusher at 4 before doing the full ASI to Strength at 6 so we dont fall behind as we multiclass. Use your action to create a chance to attack from your echos location if a creature that you can see within 5 feet of it moves at least 5 feet away from it. It is not a spell, hence cannot be blocked. Move the echo up to 30 feet in any direction. Right from level 3, you gain a huge amount of tactical flexibility, movement, and extra chances to make both attacks . Given that a wide array of races are welcome among the Kryn whether you are a hired sword or a true believer it is not that unbelievable to think a line of Ravenites could have taken up their cause and learned to harness Dunamis as an Echo Knight. Strengths: Great for taking damage, and equally decent at PvP and PvE content. The subclass and we will do our best to cover them of and... 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