I’m done discussing the topic. I’ll conclude with this:
By the time you’re at a level where there are multiple enemies on the field with multi-attack who can attack in the devastating way you’re describing, then presumably your Knight is at a high enough level that she has a similarly devastating trick or five under her belt that she can deploy to leverage the echo’s OP’d abilities.
I’m done discussing the topic. I’ll conclude with this:
By the time you’re at a level where there are multiple enemies on the field with multi-attack who can attack in the devastating way you’re describing, then presumably your Knight is at a high enough level that she has a similarly devastating trick or five under her belt that she can deploy to leverage the echo’s OP’d abilities.
Done.
Please elaborate as they do not get any other tricks?
A black bear has multiattack and is a CR 1/2 creature...having 3+ would be a hard fight for a party of 4 level 3 PCs but not incomprehensible by any means.
You make a large assumption/statement but give no examples.
I’m done discussing the topic. I’ll conclude with this:
By the time you’re at a level where there are multiple enemies on the field with multi-attack who can attack in the devastating way you’re describing, then presumably your Knight is at a high enough level that she has a similarly devastating trick or five under her belt that she can deploy to leverage the echo’s OP’d abilities.
Done.
It doesn't even have to be in a devastating way. Even at level 3 multi-attack is a thing, though agreed not with everything you face.
Let's just simplify this. What do you think is the average number of attacks the enemy creatures will make per round? The echo can absorb (at most) one of those.
conskin, if we aren’t bringing feats into this, what are all these benefits you keep talking about?
Thought I’d been clear. That’s okay, I can rephrase.
There are two benefits that kick in with the Echo Knight at level 3 that, in my opinion, are so ridiculously powerful they break the class:
Engage in melee without risk of melee damage an unlimited number of times; and
Skip past physical and environmental obstacles and hazards an unlimited number of times.
If that’s hyperbole I’ll eat my hat.
It's NOT without risk of melee damage. You can put an echo in someone's face and make attacks from there, sure. But you did not address the rest of my post, including:
"And it will absorb some of the attacks, but it will NOT absorb most of them. It’s a one hit kill, now picture multiple enemies on the battlefield with multi attack. The math works out that the echo will not absorb the vast majority of attacks. It can literally only take one hit per round then it disappears."
So picture an entire round of combat. Multiple enemies on the battlefield, many of whom have multi-attack. Your echo can get hit ONCE and then it disappears. It can literally only absorb a maximum of ONE attack per round.
Yeah that was for sure one really really easy way to bypass any benefit from the subclass is just to send a swarm of low CR minions out. You only get one reaction so hitting one is only going to do so much for you....
Overall there is an abundant amount of ways to bypass the subclass if you really need/want to.
(Optimus and I agreeing being strange enough)
It's even worse than that just to add onto what Optimus is saying here and his one way to short circuit it. You don't even get free attack ability out of it. There are tanking abilities that do things like attack a person for attacking you, blocking damage, or even causing disadvantage for not attacking the person with the ability and attacking somebody else that all exist and work on the Echo Knight and it's Echo that I can't believe that people are actually calling it free. Or the Ability to put more of them in by DM's that really want to. (Sentinel Ironically enough and Fireshield are just two that quickly jump to mind that just about anybody could technically have). Even just doing something that might force a reposition could end up rendering your so called "safe and free" attacks from the Echo null and void.
The Ones where the Echo takes Damage back or is subject to it's own attack are some of the most dangerous because if these things fire off that's the end of your attacks through the echo. So if you've already used your Bonus Action your only recourse is to give up the rest of your attacks or go in and put your Echo Knight in Danger. Not to mention the short range of 30' means that your potentially in harms way anyway. And Sentinel is not going to save you from anything that that didn't have to move within elbow rubbing distance of the Echo or can teleport. Many quick bonus action teleports are 30'. They can get right in your face. Not to mention it's all reaction based so it only works on one thing. Your often going to be fighting multiple things.
Not only that but 15' isn't enough to cross most environmental hazards, And there are environmental hazards that do things like cause damage from movement. it's not just some kind of autopass. you could end up sending your echo out into an envrionmental hazard. Telling it to move to the other side and then watching it blink out of existence because some trap went off, a movement damaging hazard dealt a single damage to it, Or something else took place. it also has no magical ability to move through difficult terrain. So even if you teleport it into difficult terrain to try and get across it. It's still going to have a very limited space that it can move because of that difficult terrain.
The Echo Knight can easily be made far from safe thanks to the fact that even 1 point of damage takes the Echo out of action, so the Echo Knight has to be mindful of it's echo drawing attacks of AoO or triggering non-standard attacks. Particularly anything that does guaranteed damage like a Warcaster casting a spell as it's AoO. Because there is a decent chance that you don't have the saves to try and stop it and there are plenty of things that do some damage even with a save.
Oh.. and one of the biggest Weaknesses for the Echo of all. It cannot dash. So in Any Turn you dash and it's not directly towards your Echo. It ends itself at the end of the turn. It also is not enhanced by anything that enhances your movement. So haste. The Mobility Feat. Level's in something like Monk or Barbarian that get you a speed increase. All of those threaten the usability of your Echo. So your adding even more conditions where your echo is going to vanish every turn and forcing your bonus action on the next turn to be summoning it again. Or your bonus action on the turn your moving. it also increases the likelyhood that you will not have it to make any kind of AoO's out of it or be able to use it to take a hit or block damage.
The Subclass is shiny and new and does things a little differently. But it's Not OP. It has plenty of weaknesses to exploit just like any other class on any other character regardless of how you want to specialize your Echo Knight.
it's a good mobility tool on a class that largely doesn't have them. it's interesting Tactically. But at the same time it's non-interactions are just too numerous and almost glaring once you notice them that there is no way that it is not at least mostly intentional.
(Oh and as an Extra little note. Your own team can potentially take it out through AoE or Splash spell damage. Read Carefully what ever ability is allowing you to avoid targeting allies. Some of them are a bit different. Sculpt Spells from the Evocation Wizard for Example state's specifically creatures which the Echo is not. So Evocation Wizards will destroy it basically every time even if they want to exclude it.)
@conskinopoulos thanks for sharing your experience on playing an Echo, and your perspectives on its power level. It is always good to hear where they excel, and where they are challenged. And of course how your DM rules a number of things not in the book. This also helps me, as I'm looking forward to having an Echo in my game to see how they run as well.
In my current session of a heavily modded Rime that I am DMing, one of my players chose an Echo Knight. They had a great time and I can say it never felt OP in any way.. and my player is pretty good when it comes to tactics, plus I gave the party lots of magical items (since that module blows in terms of rewards).
He felt strong at points, very weak in others, like when they fought a Avarice flying on the back of a roc. It's not like the Echo has a Taunt or something. I tend to rule that anything with an Int of 8 or above is going to just focus down the fighter, as they would be as smart as the average PC Fighter who dumps Int. He went down like a wet noodle when two Frost Giants blasted him with attacks and ignored the echo entirely after seeing it pop once and return.
An obstacle course designed for echo knights, full of mixed terrain, traps, enemies, and general tomfoolery to challenge a player’s competence with the class. An Aperture Science testing facility, but for Echo Knights. A challenge for experienced players and a training tool for new players.
It’d be fun. Maybe even very fun.
Next time I have more time on my hands than I know what to do with…
An obstacle course designed for echo knights, full of mixed terrain, traps, enemies, and general tomfoolery to challenge a player’s competence with the class. An Aperture Science testing facility, but for Echo Knights. A challenge for experienced players and a training tool for new players.
It’d be fun. Maybe even very fun.
Next time I have more time on my hands than I know what to do with…
An obstacle course designed for echo knights, full of mixed terrain, traps, enemies, and general tomfoolery to challenge a player’s competence with the class. An Aperture Science testing facility, but for Echo Knights. A challenge for experienced players and a training tool for new players.
It’d be fun. Maybe even very fun.
Next time I have more time on my hands than I know what to do with…
Okay. So I’ll ask the obvious question. What kinds of obstacle course setups would be challenging for an echo knight? Perhaps getting down a 60’ cliff? (Can you manifest your echo and swap places while you are falling?). What else?
Offhand, my brain goes to Old Skool pattern/reaction games where you need to study the board in a certain way, plan your movements and use the right tool at the right place, like Lode Runner. Mirrors and reflecting pools to train knights on clever ways to deploy the echo within sight. Targets at a distance that need to be attacked in the same turn to release a lock. A puzzle involving the knight having to pick something up, jump off a cliff with it, fall the max available falling distance in a single turn and then teleporting back to safety to pass it.
This is just off the top of my head. I guess more of a way to train new knights?
The subclass is very very strong. I can tell you why. The first thing is that its good movement tool it can go in ANY direction without using any actions. It expires at the END of your turn. So you can potentially get to places 60feet above you or cross a ravine like things 60 feet away. It can just chill out in the air with a superior line of sight so you can pelt arrows at them. If you have sentinel feat its opportunity attack will stop anybody trying to ignore it. If someones try to attack it and kill it then it could miss and waste attacks and even if its killed then he wasted actions and you can just set it up agaun on bonus action. You can deal extra dmg with unleash incarnation potentially a lot with lets say greatsword 2d6+str. Then any further levels are just upgraded versions of that. At level 7 you can get really far away and scout entire dungeon with it. At 10 you have an option to block attacks with it nice situational but it is. You never know when you get to tank 10d8 boulder from the giants it might be usefull some day. Then lategame you would eventually get the free healing and 2nd echo. The real honey in this subcalss is mobility and utility. You can do for free what many other classes cant. Can any class cross ravine 60feet wide whithout using resources? Can any class provide road block that reduces someones speed to 0 or makes tgem waste actions for free. Can any class scout 2000×2000 feet area for free? Every class is different and this one provides exellent mocement/utility options especially when low on resources. You have to take into account that many areas of play for this subclass arent discovered fully. This isnt easy subclass to play it has many uses that are not given to you at first glance. Its like some spells. Some spells just deal x dmg and gives it disadvantage for example. And some spells are like you can move any object x feet. What would I move chairs?!?! its useless right? No it isnt it has just its own uses and require some thinking to see. I would say that this subclass is very strong maybe not as strong as some wizard classes or the two infamous cleric subclasses that got buffed when added from unearthed arcana but its very good and is very unique.
So yeah you can bypass the echo onight using swarms of low cr's but wheres your team? Are ypu playing solo? Okay lets say you are alone and get swarmed by lots of them. Lets say echo knight get swarmed by lots of rats at level3 1/8cr so 2rats per level which is 6 rats teoretically but it scales down because its multiple enemies. So maybe 4-5 rats each has 7 hit points average. So knight can attack with normal attack and opportunity attack/or waste 1-2 rats they hit you around 50% of time (maybe little more) attacks on echo. So you effectively get rid of 2-3 rats per round 3-4 if incarnation is used and if you use action surge with invarnation then 5-6. The bites are just hilarious it deals 1d4+str so you can tank lots of them again they hit around 50% times maybe little more. Even if you dont use these expendable feats then you would get rid of even high amount of rats 6! In 3 round! And they would deal lets say 10-20dmg at most to you and you would get healed from second wind at the end. and you survived DEADLY rated encounter above your cr capabilities because swarms are counted more. Hilarious. And if you have a mage in your team then this encounter becomes literal joke with sleep spell or web. Rest of your team is capable of doing dmg too so 2 attacks per round opportunity bonus normal action should be enough.so without any feats or anything like that you could just defeat your impossible shutting down killing entire subclass and what more situation.
The subclass is very very strong. I can tell you why. The first thing is that its good movement tool it can go in ANY direction without using any actions. It expires at the END of your turn. So you can potentially get to places 60feet above you or cross a ravine like things 60 feet away. It can just chill out in the air with a superior line of sight so you can pelt arrows at them. If you have sentinel feat its opportunity attack will stop anybody trying to ignore it. If someones try to attack it and kill it then it could miss and waste attacks and even if its killed then he wasted actions and you can just set it up agaun on bonus action. You can deal extra dmg with unleash incarnation potentially a lot with lets say greatsword 2d6+str. Then any further levels are just upgraded versions of that. At level 7 you can get really far away and scout entire dungeon with it. At 10 you have an option to block attacks with it nice situational but it is. You never know when you get to tank 10d8 boulder from the giants it might be usefull some day. Then lategame you would eventually get the free healing and 2nd echo. The real honey in this subcalss is mobility and utility. You can do for free what many other classes cant. Can any class cross ravine 60feet wide whithout using resources? Can any class provide road block that reduces someones speed to 0 or makes tgem waste actions for free. Can any class scout 2000×2000 feet area for free? Every class is different and this one provides exellent mocement/utility options especially when low on resources. You have to take into account that many areas of play for this subclass arent discovered fully. This isnt easy subclass to play it has many uses that are not given to you at first glance. Its like some spells. Some spells just deal x dmg and gives it disadvantage for example. And some spells are like you can move any object x feet. What would I move chairs?!?! its useless right? No it isnt it has just its own uses and require some thinking to see. I would say that this subclass is very strong maybe not as strong as some wizard classes or the two infamous cleric subclasses that got buffed when added from unearthed arcana but its very good and is very unique.
Yes.. Chain warlocks can scout infinity on the same plane and as soon as 5th level too.
A druid can use things like conjure Animals and plant growth to shut areas down.
Echo still only gets one reaction per turn so they can't shut down a mob but 8 wolves get 8 reactions and can make a whole group pay to get somewhere.
I'm not saying they aren't strong but they aren't broken either.... They have very real very easy to challenge limitations just like ever other fighter.
Just took a look and it actually could work for escaping jail cells and sneaking out of places.
1. The echo does not glow, it is "a magical, translucent, gray image of you" nowhere in the subclass does it say the image is glowing
2. The echo appears in any space you can see. So you could look out a barred window and place your echo down, then swap places with it using the basic level 3 ability
3. As for scouting. Yes, it is true that a rogue can cover more ground. However, not all parties have rogues, so in a situation where a party does not have a rogue or the party's rogue is trapped and scouting is needed to retrieve them. The echo knight can be useful. The echo can be moved "in any direction" including in the air. So at night, you could have your gray translucent image give you an aerial view of the area you are trying to scout without the risk of being detected as light can pass through the image.
So the attack of opportunity from the Echo only works if the enemy is within 5ft even if the Echo Knight is wielding a reach weapon?
Correct, because the ability explicitly states 5 feet, not "take an Opportunity Attack"
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
If I have the Polearm Master feet and i was an Echo Knight using Manifest Echo could my Echo make an Attack of Opportunity against incoming creature??
Polearm Master
(While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.)
Manifest Echo
(When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.)
The clone doesn't work with 2 weapon fighting. Two weapon fighting says you can make an additional attack with your offhand as a bonus action. The echo specifically says it can mimic your attack action...not your attacks. So you will not be able to make two weapon fighting attacks with your clone.
If I have the Polearm Master feet and i was an Echo Knight using Manifest Echo could my Echo make an Attack of Opportunity against incoming creature??
...
other creatures provoke an opportunity attack from you *when they enter the reach you have* with that weapon.
No, the feature does not say when they enter the reach of your echo and manifest echo does not say it changes the reach of your weapon to include a reach around your echo.
I’m done discussing the topic. I’ll conclude with this:
By the time you’re at a level where there are multiple enemies on the field with multi-attack who can attack in the devastating way you’re describing, then presumably your Knight is at a high enough level that she has a similarly devastating trick or five under her belt that she can deploy to leverage the echo’s OP’d abilities.
Done.
Please elaborate as they do not get any other tricks?
A black bear has multiattack and is a CR 1/2 creature...having 3+ would be a hard fight for a party of 4 level 3 PCs but not incomprehensible by any means.
You make a large assumption/statement but give no examples.
It doesn't even have to be in a devastating way. Even at level 3 multi-attack is a thing, though agreed not with everything you face.
Let's just simplify this. What do you think is the average number of attacks the enemy creatures will make per round? The echo can absorb (at most) one of those.
(Optimus and I agreeing being strange enough)
It's even worse than that just to add onto what Optimus is saying here and his one way to short circuit it. You don't even get free attack ability out of it. There are tanking abilities that do things like attack a person for attacking you, blocking damage, or even causing disadvantage for not attacking the person with the ability and attacking somebody else that all exist and work on the Echo Knight and it's Echo that I can't believe that people are actually calling it free. Or the Ability to put more of them in by DM's that really want to. (Sentinel Ironically enough and Fireshield are just two that quickly jump to mind that just about anybody could technically have). Even just doing something that might force a reposition could end up rendering your so called "safe and free" attacks from the Echo null and void.
The Ones where the Echo takes Damage back or is subject to it's own attack are some of the most dangerous because if these things fire off that's the end of your attacks through the echo. So if you've already used your Bonus Action your only recourse is to give up the rest of your attacks or go in and put your Echo Knight in Danger. Not to mention the short range of 30' means that your potentially in harms way anyway. And Sentinel is not going to save you from anything that that didn't have to move within elbow rubbing distance of the Echo or can teleport. Many quick bonus action teleports are 30'. They can get right in your face. Not to mention it's all reaction based so it only works on one thing. Your often going to be fighting multiple things.
Not only that but 15' isn't enough to cross most environmental hazards, And there are environmental hazards that do things like cause damage from movement. it's not just some kind of autopass. you could end up sending your echo out into an envrionmental hazard. Telling it to move to the other side and then watching it blink out of existence because some trap went off, a movement damaging hazard dealt a single damage to it, Or something else took place. it also has no magical ability to move through difficult terrain. So even if you teleport it into difficult terrain to try and get across it. It's still going to have a very limited space that it can move because of that difficult terrain.
The Echo Knight can easily be made far from safe thanks to the fact that even 1 point of damage takes the Echo out of action, so the Echo Knight has to be mindful of it's echo drawing attacks of AoO or triggering non-standard attacks. Particularly anything that does guaranteed damage like a Warcaster casting a spell as it's AoO. Because there is a decent chance that you don't have the saves to try and stop it and there are plenty of things that do some damage even with a save.
Oh.. and one of the biggest Weaknesses for the Echo of all. It cannot dash. So in Any Turn you dash and it's not directly towards your Echo. It ends itself at the end of the turn. It also is not enhanced by anything that enhances your movement. So haste. The Mobility Feat. Level's in something like Monk or Barbarian that get you a speed increase. All of those threaten the usability of your Echo. So your adding even more conditions where your echo is going to vanish every turn and forcing your bonus action on the next turn to be summoning it again. Or your bonus action on the turn your moving. it also increases the likelyhood that you will not have it to make any kind of AoO's out of it or be able to use it to take a hit or block damage.
The Subclass is shiny and new and does things a little differently. But it's Not OP. It has plenty of weaknesses to exploit just like any other class on any other character regardless of how you want to specialize your Echo Knight.
it's a good mobility tool on a class that largely doesn't have them. it's interesting Tactically. But at the same time it's non-interactions are just too numerous and almost glaring once you notice them that there is no way that it is not at least mostly intentional.
(Oh and as an Extra little note. Your own team can potentially take it out through AoE or Splash spell damage. Read Carefully what ever ability is allowing you to avoid targeting allies. Some of them are a bit different. Sculpt Spells from the Evocation Wizard for Example state's specifically creatures which the Echo is not. So Evocation Wizards will destroy it basically every time even if they want to exclude it.)
@conskinopoulos thanks for sharing your experience on playing an Echo, and your perspectives on its power level. It is always good to hear where they excel, and where they are challenged. And of course how your DM rules a number of things not in the book. This also helps me, as I'm looking forward to having an Echo in my game to see how they run as well.
In my current session of a heavily modded Rime that I am DMing, one of my players chose an Echo Knight. They had a great time and I can say it never felt OP in any way.. and my player is pretty good when it comes to tactics, plus I gave the party lots of magical items (since that module blows in terms of rewards).
He felt strong at points, very weak in others, like when they fought a Avarice flying on the back of a roc. It's not like the Echo has a Taunt or something. I tend to rule that anything with an Int of 8 or above is going to just focus down the fighter, as they would be as smart as the average PC Fighter who dumps Int. He went down like a wet noodle when two Frost Giants blasted him with attacks and ignored the echo entirely after seeing it pop once and return.
Know what’d be fun?
An obstacle course designed for echo knights, full of mixed terrain, traps, enemies, and general tomfoolery to challenge a player’s competence with the class. An Aperture Science testing facility, but for Echo Knights. A challenge for experienced players and a training tool for new players.
It’d be fun. Maybe even very fun.
Next time I have more time on my hands than I know what to do with…
Dude… that’s brilliant.
Okay. So I’ll ask the obvious question. What kinds of obstacle course setups would be challenging for an echo knight? Perhaps getting down a 60’ cliff? (Can you manifest your echo and swap places while you are falling?). What else?
Offhand, my brain goes to Old Skool pattern/reaction games where you need to study the board in a certain way, plan your movements and use the right tool at the right place, like Lode Runner. Mirrors and reflecting pools to train knights on clever ways to deploy the echo within sight. Targets at a distance that need to be attacked in the same turn to release a lock. A puzzle involving the knight having to pick something up, jump off a cliff with it, fall the max available falling distance in a single turn and then teleporting back to safety to pass it.
This is just off the top of my head. I guess more of a way to train new knights?
The subclass is very very strong. I can tell you why. The first thing is that its good movement tool it can go in ANY direction without using any actions. It expires at the END of your turn. So you can potentially get to places 60feet above you or cross a ravine like things 60 feet away. It can just chill out in the air with a superior line of sight so you can pelt arrows at them. If you have sentinel feat its opportunity attack will stop anybody trying to ignore it. If someones try to attack it and kill it then it could miss and waste attacks and even if its killed then he wasted actions and you can just set it up agaun on bonus action. You can deal extra dmg with unleash incarnation potentially a lot with lets say greatsword 2d6+str. Then any further levels are just upgraded versions of that. At level 7 you can get really far away and scout entire dungeon with it. At 10 you have an option to block attacks with it nice situational but it is. You never know when you get to tank 10d8 boulder from the giants it might be usefull some day. Then lategame you would eventually get the free healing and 2nd echo. The real honey in this subcalss is mobility and utility. You can do for free what many other classes cant. Can any class cross ravine 60feet wide whithout using resources? Can any class provide road block that reduces someones speed to 0 or makes tgem waste actions for free. Can any class scout 2000×2000 feet area for free? Every class is different and this one provides exellent mocement/utility options especially when low on resources. You have to take into account that many areas of play for this subclass arent discovered fully. This isnt easy subclass to play it has many uses that are not given to you at first glance. Its like some spells. Some spells just deal x dmg and gives it disadvantage for example. And some spells are like you can move any object x feet. What would I move chairs?!?! its useless right? No it isnt it has just its own uses and require some thinking to see. I would say that this subclass is very strong maybe not as strong as some wizard classes or the two infamous cleric subclasses that got buffed when added from unearthed arcana but its very good and is very unique.
So yeah you can bypass the echo onight using swarms of low cr's but wheres your team? Are ypu playing solo? Okay lets say you are alone and get swarmed by lots of them. Lets say echo knight get swarmed by lots of rats at level3 1/8cr so 2rats per level which is 6 rats teoretically but it scales down because its multiple enemies. So maybe 4-5 rats each has 7 hit points average. So knight can attack with normal attack and opportunity attack/or waste 1-2 rats they hit you around 50% of time (maybe little more) attacks on echo. So you effectively get rid of 2-3 rats per round 3-4 if incarnation is used and if you use action surge with invarnation then 5-6. The bites are just hilarious it deals 1d4+str so you can tank lots of them again they hit around 50% times maybe little more. Even if you dont use these expendable feats then you would get rid of even high amount of rats 6! In 3 round! And they would deal lets say 10-20dmg at most to you and you would get healed from second wind at the end. and you survived DEADLY rated encounter above your cr capabilities because swarms are counted more. Hilarious. And if you have a mage in your team then this encounter becomes literal joke with sleep spell or web. Rest of your team is capable of doing dmg too so 2 attacks per round opportunity bonus normal action should be enough.so without any feats or anything like that you could just defeat your impossible shutting down killing entire subclass and what more situation.
Yes.. Chain warlocks can scout infinity on the same plane and as soon as 5th level too.
A druid can use things like conjure Animals and plant growth to shut areas down.
Echo still only gets one reaction per turn so they can't shut down a mob but 8 wolves get 8 reactions and can make a whole group pay to get somewhere.
I'm not saying they aren't strong but they aren't broken either.... They have very real very easy to challenge limitations just like ever other fighter.
Just took a look and it actually could work for escaping jail cells and sneaking out of places.
1. The echo does not glow, it is "a magical, translucent, gray image of you" nowhere in the subclass does it say the image is glowing
2. The echo appears in any space you can see. So you could look out a barred window and place your echo down, then swap places with it using the basic level 3 ability
3. As for scouting. Yes, it is true that a rogue can cover more ground. However, not all parties have rogues, so in a situation where a party does not have a rogue or the party's rogue is trapped and scouting is needed to retrieve them. The echo knight can be useful. The echo can be moved "in any direction" including in the air. So at night, you could have your gray translucent image give you an aerial view of the area you are trying to scout without the risk of being detected as light can pass through the image.
So the attack of opportunity from the Echo only works if the enemy is within 5ft even if the Echo Knight is wielding a reach weapon?
Correct, because the ability explicitly states 5 feet, not "take an Opportunity Attack"
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
A Question:
If I have the Polearm Master feet and i was an Echo Knight using Manifest Echo could my Echo make an Attack of Opportunity against incoming creature??
Polearm Master
(While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.)
Manifest Echo
(When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.)
The clone doesn't work with 2 weapon fighting. Two weapon fighting says you can make an additional attack with your offhand as a bonus action. The echo specifically says it can mimic your attack action...not your attacks. So you will not be able to make two weapon fighting attacks with your clone.
No, the feature does not say when they enter the reach of your echo and manifest echo does not say it changes the reach of your weapon to include a reach around your echo.
Echo Knights are awesome. So are Avocados haha!