What it does is let you make a second echo when you use your feature to summon a echo but functionality it works the same as I'd you only had one. A beholder trying to lock down a fighter summoning a weak Echo is a beholder that is not locking down the Sorcerer from blasting it, or keeping the Cleric from buffing the party, or the Wizard from doing the hundreds of crazy things a Wizard can do. I'm thinking there are lots of other combinations you can to. It is treated as a creature and for that matter a copy of you, last I just nost humanoids dont have a fly speed. https://twitter.com/matthewmercer/status/1240063561629483008?s=19. Shouldn't it just hover there. and the 3rd level ability saying you can swap places specifically says at the end that it doesnt matter how far away the echo is from you when you use the tp ability. Making your Living Spells so you don't have to. #4 Mar 21, 2020. Now moving on to the actually echo it is extremely vulnerable with only 1 hp and 14+proficiency ac, it can make saving throws but unless it's a cantrip it will die regardless of weather it makes the save or not, so any area of effect ability will make it poof, on the bright side it's only a bonus action to get it back, on the downside of your using two weapon fighting that is one less attack.

I think you’re on the right track with barb, although I would suggest a third level to take ancestral guardian for ancestral protectors. - Goggles of Night: For those without Darkvision. "My Living Spells Homebrew. Yes you can use the feature for one extra location but typically your going to focus on one or two creatures at a time so it would be no different than having one at a time so overall the big level 18 feature does pretty much nothing. -3rd lvl ability, "While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed" -7th lvl ability. Learn how your comment data is processed. In combo with Sentinel, reach weapon and good echo positioning, it makes for some crazy battlefield control. Sure a rogue might be faster, but if they get caught they are all alone and need to survive where as the echo knight knows the information with no personal risk and no need to catch up to the group to relay what they saw. You can summon the echo somewhere you couldn't reach easily and just look around for a while with 0 risk to the player. Echo knight: whybits good and why its not good. So think you have to use your best judgement on the movement there. If the Echo Knight PC wants to send their Echo into a room in a dungeon to scout out ahead, the Echo Knight can attempt to be stealthy in order to avoid detection. Alot of things say "in any direction" guess by that logic players can just move vertically too, oh wait they can't. - Headband of Intellect: Oh yeah. Here is the Avrae Bestiary for them. Im currently playing a level 5 echo knight in a nautical themed game.

Seems really good, maybe too good;  given that the echo is a product of dunamancy ( which explicitly includes gravity manipulation), it makes a certain amount of sense. that would make sense as to why it wouldnt be able to hold itself in the air, even if it had wings. Overall I think it will be good for short level 1-5 ish campaigns, but when comparing ot to other subclasses like battle master it falls short. That would be a poor interpretation so you can try to get a advantage but you are wrong, it doesn't say "the echo speed is 30 feet of flight." Im currently playing a level 5 echo knight in a nautical themed game. logically, yes, but the mechanics offer nothing to back that. Divine Smite is for 'melee weapon attacks' so is it ok for my Monk/Paladin to use with Unarmed Strikes? Yes, it's important. I am going to copy and paste a couple of the lines here: "As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you."

Rage and reckless attack synergize nicely. Not sure if the Echo will have light sensitivity. The text stating that intent is mysteriously missing from the book. Also you can teleport 1000 feet and will only cost you 15 feet movement. The description of the ability states that the echo disapears if its further than 30 feet away at tend of of your turn , which in combat is 6 secods doesnt that mean u quicky stop using the avatar feature and swap before it disapears ?

Also you can teleport 1000 feet and will only cost you 15 feet movement. You can have it indefinitely until something hits it, sure, but you are not taking advantage of the fact that it can be summoned as many times as you want so you can keep repositioning it with your bonus action. So I finally got another to looking thought this subclass and overall I am kind of disappointed. Making your Living Spells so you don't have to. Echo Knight. Yeah, the Echo RAW can move vertically, and there's nothing that says they take fall damage, or fall at all, so I'm not sure how to rule this. ALSO the reason you wont see people dipping to get this is that it requires 3 levels into fighter when you can pretty much the same ability with 1 level in cleric war priest. Hexblades I rarely see dip into fighter for more than 2 levels, the only thing they would want is the fighting style (archery or defense) and action surge, also more rangers probably wont take the 3 level dip because most of them are already dealing extra damage on a hit and can take extra attacks right away. So I think you are misunderstanding the 7th level ability. So it can't give advantage but at least it's immune to all sorts of spells. It seems clear you can summon the echo to a point above or below within 15 feet (frex a ledge or balcony), but this implies flight or a monk-like ability to wall walk. - Gauntlets of Ogre Power: STR builds can use these to pump their strenght at the beginning of their career (or indefinitely), while DEX builds can always appreciate carrying more weight and wearing any kind of armor. I would rule that you move the echo 30 feet up, and then it falls back down by the end of the round. PAM is primarily for triggering the OA. Remember the To-Hit portion of the ancestral protectors debuff will also apply to attacks against your echo. Where in the rules does it say they can't move vertically, or are limited to the movement types that the player is? Looking for ideas on crazy optimising combos for the next few levels. I defer to Jeremy Crawford for official rulings. Am I right in thinking the echo can move beyond 30ft within the round and you can then close the distance on the turn so the echo doesn’t pop? "In this instance (since it is an echo of the creator), I might allow ability checks based on the echo knight’s. CaptainArch.

— Naif's quarantined clone (@megabeatz98) March 23, 2020 The intent is that you can't do anything with the Echo Knight's echo while using Echo Avatar, other than scout with it. Please enable JavaScript to get the best experience from this site. So either the beholder just spends its time staring at the Fighter which is a benefit to the actually powerful spell casters, or it just temporarily dispels an Echo by glancing at it which doesn't really do much to affect the Fighter because they'd just summon it back again. Sorry about the confusion. Also there are illustrations of the echo and it looks pretty solid to me, and no matter how you spin it scouting is best left to rogues and rangers, the echo moves max 30 feet every 6 seconds, a ranger can go 60 feet every 6 seconds and a rogue can book ot at 90 feet every 6 seconds (with a basic move speed of 30) and can move far more quietly because even IF you can make skill checks if your a heavy armor str fighter your not going to be sneaky UNLESS your a DeX fighter in witch case your either using two weapon fighting or ranged weapons (a hand crossbow with xbow expert would work well with this but I am unsure of that would work because echos dont carry ammo on them and there are no rules for that mentioned). Great for getting further into the back lines of enemies and being able to get an attack of opportunity on a squishy who tries to move away or avoiding opportunity attacks yourself by staying further back. Use your bonus action to summon echo and get an extra 15 ft of reach on your attacks by summoning the echo where you can't reach yet. @JeremyECrawford @matthewmercer question about the echo knight, can you switch places with the echo if you are using the echo avatar feature? An Echo knight lets you attack from either your space or your echo’s, not both. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. Hi! And lastly the level 18 features is in my personal opinion, is totally useless. The only good thing is that a lot of spells cannot affect your Echo because it's not a creature or object. Not as good as Misty Step, but you can do it unlimited times. -at level 7. theres nothing saying you can hold the echo in the air or that it doesnt obey the law of gravity. So this little plan does not work, more so for scouting as the echo CAN'T MAKE SKILL CHECKS so cant do stealth or anything and can only move 30 feet every 6 seconds so your rogue can cover more ground faster and not stick out like a glowing sore thumb. The 30ft leash might have some give. Movement speed and stealth are not the only factors for scouting. The Eldritch Knight, when built correctly, is actually capable of being a very strong defensive fighter that does solid damage with a small suite of support or utility spells. Spells, Monsters, Subclasses, Races, Arcane Gish Class, Occultist Class. UPDATE: Sage Advice Compendium - D&D's official rules FAQ version 2.5. So first off its level 3 abilities are great, the extra attack X times a long rest is good, more so if your picked up two weapon fighting witch at level 3 will let you make 3 attacks or 4 if you action surge, it's great, balanced with the war priest feature. check out the. The level 14 one is still meh because your echo has to die and only works if you dont have temp hp already so even if you only have 1 temp hp it won't work. Mega Yahtzee Records! Knight Build specialise in delivering complex projects and construction services to the prime and super-prime real estate markets.