Hey all, first real post here. I've only been playing a few months and this is new content, so please tell me if I messed something up so I can make this more accurate. I will periodically update this thread as new information appears.
This is essentially a response to another post about Echo Knight. It seems a lot of people don't understand the abilities of the Echo Knight and how to use it properly (it seems like others have already mastered it). I'm just going to run through the abilities level by level and talk about the crazy stuff you can do with it.
Level 3
Manifest Echo
3rd-level Echo Knight feature
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.
Your echo has AC 14 + your proficiency bonus, 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 to 30 feet 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.
You can use the echo in the following ways:
-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.
-When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
-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.
Unleash Incarnation
3rd-level Echo Knight feature
You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
While Unleash Incarnation is a nice little damage boost to toss in at a critical moment, Manifest Echo is the bread and butter of the Echo Knight. The fact it comes at level 3 I think would make it great for multiclassing, later abilities will improve your Echo's abilities, but they don't give the spike in power that going from level 2 to level 3 and gaining the level 3 Echo Knight abilities. Let's break this down. You can create the echo anywhere you can see, so long as it is within 15 feet of you. It can move 30 feet without requiring any action from you. And when you take the attack action, the attacks can come from you, or your echo. Combine all these together for the first tactic you can use. Say good bye to ranged weapons, anyone within 75 feet of you in combat is liable to be hit. Move 30ft forward, spawn the echo 15ft ahead, and move it another 30ft, then attack. That's 75ft of range, provided you have no walls of enemies blocking your path! It should be noted, the echo will dissapear, as it's 45ft away from you, but that's no matter, just spawn it again next round. The echo only disappears once your turn has ended, so you can have it more than 30ft away during a turn.
Next let's talk about the teleport ability, which is wonderful. It costs 15ft of your movement though, so deciding when to teleport is important. When fighting an enemy, you have the ability to get away from them in about 2 turns provided you don't have an echo already spawned. Spawn it and get it about 30 feet away from you, make your attacks, take whatever hits are coming to you. Then teleport swap with the echo and attack from the echo's position. If you really need to escape, move the echo 30 feet further away before you teleport. This puts 75ft of distance between you and the enemy, of course the echo will despawn if you did move the extra distance.
Using the teleport ability, you can move at an extremely fast pace by using well timed echo swaps. Start by moving 30 ft, dashing 30 ft, then spawning your echo and moving it just to the point where it’s another 30ft from you. On your next turn, move it another 30 ft and teleport, you will then have 15 ft of movement plus another dash action of 30 ft. You will have moved about 165ft in two turns if my math is correct, not quite as fast as a rogue using cunning action and their action to dash twice, but slightly faster than a character with the mobile feat.
A great pairing I think for an Echo Knight is the Sentinel feat. While the extra opportunity attack when an enemy attacks an ally doesn't apply, the reducing a movement speed to 0 does. With the echo's pathetic health but decent AC, you give enemy's within its reach two options: waste an attack on the echo, which might even miss, or run after the knight itself and risk getting stuck with the echo and taking more damage. Any attack against an echo is normally an attack wasted, as the Echo Knight will just make another and whack you with it from a comfortable 30ft away. Imagine getting a crit on an echo. What a waste.
Interesting facts about the Echo: it's treated as an object and can move vertically. That means it doesn't activate opportunity attacks and it can fly. Don't believe me? Jeremy Crawford himself said so: https://twitter.com/jeremyecrawford/status/1240664419161399297?lang=en and https://twitter.com/jeremyecrawford/status/1242186507433070592. I don't even want to know what kind of shenanigans you can get up to using a cheap teleport swap and an echo that can basically fly. Not only this, but the echo's object identity means that it's immune to effects that target creatures. If an attack specifically targets a creature, the echo can't be hit. This may apply to fireball, unless you think the echo is considered "flammable." Auras that damage creatures like that of the Ice toad don't apply too.
It should be noted that unless it's a cantrip making the echo make a saving throw, it probably doesn't matter, as half damage will still kill it.
Also your echo does not carry a weapon. You make the attacks, from the echo's position. So the weapon your holding is the weapon the echo can use.
Level 7
Echo Avatar
7th-level Echo Knight feature
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.
The echo becomes a familiar. Scouting becomes even easier with this. Now take control of your echo and blunder through every trap you can find in the dungeon. The advantage of this versus a normal familiar is not having to perform an hour long ritual, just pump the echoes out and ruin your dm's traps. I've heard you could use a familiar to sneak into a castle or other location, spawn the echo then teleport swap to break into any location you want, but I'm not sure if this would work considering the wording says it must be spawned within 15 feet of you, not sure that your senses in a familiar count as you. Now it's unclear to me as well if you can make ability checks using the echo in this way to stealth, Matt Mercer seems to allow it, but it's really DM discretion https://twitter.com/matthewmercer/status/1240012953136455680?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1240012953136455680&ref_url=https%3A%2F%2Fwww.sageadvice.eu%2F2020%2F03%2F18%2Fecho-knight-it-doesnt-seem-to-have-a-limit-to-the-amount-of-uses-it-can-be-used%2F. I know you cannot attack someone like this. Sorry, you can't send an echo to kill a guy 1000ft away. I'm not sure stealth is important, as you're controlling a grey transluscent shadowy image, but perceptive enemies will definitely spot you. No matter, you're not losing much if they attack. If surprise is critical, send in the rogue instead. Echo Knights excel at a more "expendable" scouting style.
Level 10
Shadow Martyr
10th-level Echo Knight feature
You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can’t use it again until you finish a short or long rest.
This is alright, and a nice little boost to your tanking ability by wasting attacks on a 1hp object. It's a shame you can't use it multiple times or after the attack roll is made, that would make it far more powerful. If it sounds like the big bad of the fight is about to unleash hell on an ally, throw the echo over. It should be noted this won't help quite as much with a multiattack, this only applies to one attack roll, of course any damage the echo takes is still damage a squishy wizard won't.
Level 15
Reclaim Potential
15th-level Echo Knight feature
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 + your Constitution modifier, provided you don’t already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
This is like Unleash Incarnation, just a nice little boost from your con modifier. Because temp hit points don't stack, avoid eating through these. Your echoes should tank a lot of damage, so it might be a little while before you're losing those temp hit points. Get rewarded for wasting the enemies' attacks.
Level 18
Legion of One
18th-level Echo Knight feature
You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. 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.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Now you have two echoes at a time, and can summon two in one BA. You still have the same amount of attacks, reactions, and bonus actions, so having two on the field is useful, but the threat the echoes pose become slightly diluted if spread out, as there's only one opportunity attack they can make, and then until your next turn they are far less threatening.I suggest making a wall in front of you, placing the two echoes ahead 10ft apart, such that nobody can pass through without wasting an attack or getting OA'd.
Overall
The Echo Knight is very good at being an elusive tank. An enemy probably has about one round to actually damage the knight before they teleport swap with their echo, then get slapped around by a shadow with the fortitude of lined paper. This is one of those classes that is terribly strong in the hands of a tactician. All the abilties combine very well together. Their ability to waste enemy's time chasing an illusion while doing consistent damage is great. I like the later abilities, they further improve on the tanking and elusiveness, but this subclass also seems great as a multiclass dip.
For feats, I recommend Sentinel to give your echoes just a little more menace. Polearm Master (the OA will not work with echoes, neither will the BA) and Greatweapon master seem viable, but they will clash with your echo bonus actions. They're good feats but they won't click super well with Echo Knight. In the same vein, two weapon fighting will clash for BA's. As for weapons, polearms if you really want to reach, greatweapons for lots of dice, sword and board for AC. Archery probably won't be great, as unleash incarnation only applies to melee attacks, and you'll be missing out on OA shenanigans.
Also I should add that this subclass has some pretty fuzzy wording. There's still a lot of confusion, and that's why I made this post. There's still a lot of stuff still unanswered. Hopefully errata will help handle the wording and make things clearer.
I was all excited to try an echo knight with spell sniper (booming blade) and PAM. No joy when reading the fine print :/
It’s a very specific subclass. It has a lot of creativity you can use, yet so many restrictions. The build I’m using is a dueling sword and board warforged with the sentinel feat, although a protection style great weapon with sentinel might also make for a higher damage output with slightly less AC
Imagine a Fighter that doesn't walk. He would just casually teleport 15 feet every round(Even cooler if he is sitting in a chair and doesn't even get tired). Popping in and out of existence without passing any space. It will just look funny your echo running 15 feet behind you to 15 feet in front of you before every teleport.
Teleports to the bar. Orders and drink and teleports back into his chair.
While browsing in a Store, just teleports from aisle to aisle shopping.
I think a lot of the echo's movement comes down to interpretation. It can fly vertically, so how would that look? I imagine it moves almost like a lagging videogame, barely moving its limbs as it almost floats towards its destination
This is a great explanation of its abilities! Tactically this class is OP. It's not the strongest by far and it doesnt have a ton of synergies with most tank feats, BUT it adds a Ton of mobility. I personally will be making use of the extra ability points after the first feat option (I love Duelist). Gonna max out my con modifier and have tons of hp and 5 uses of its 2 very useful abilities. Might dip into hexblade for 3 levels though. Hex for added damage on bosses. And the eldritch blast with the incantations that can move targets to and from you 10' would be super useful making sure the echo gets to use its AoO. Take pact of the blade, rapier and a shield, add that to full plate and it's a great tank with OP mobility.
And like Demonwobmbatofdoom said, the rp aspect is fun as well:)
This is a great explanation of its abilities! Tactically this class is OP. It's not the strongest by far and it doesnt have a ton of synergies with most tank feats, BUT it adds a Ton of mobility. I personally will be making use of the extra ability points after the first feat option (I love Duelist). Gonna max out my con modifier and have tons of hp and 5 uses of its 2 very useful abilities. Might dip into hexblade for 3 levels though. Hex for added damage on bosses. And the eldritch blast with the incantations that can move targets to and from you 10' would be super useful making sure the echo gets to use its AoO. Take pact of the blade, rapier and a shield, add that to full plate and it's a great tank with OP mobility.
And like Demonwobmbatofdoom said, the rp aspect is fun as well:)
Thanks I appreciate it, just trying to make sure people understand how this class works with all the fuzzy wording
Using the teleport ability, you can move up to 90 ft in a turn, provided you're using your entire action economy in a round. Spawn an echo 15 feet away, move it 30 ft and then teleport. This costs 15 feet of your movement, move the rest of the 15ft you have left, then dash another 30. This uses both your bonus action and action to get 90 ft, the same as a rogue cunning action dashing and dashing again.
I think ^^ is wrong, care to chance my mind.
Because you can't create it and teleport to it in the same turn
Nope, you can't use your action in place of a bonus action
Using the teleport ability, you can move up to 90 ft in a turn, provided you're using your entire action economy in a round. Spawn an echo 15 feet away, move it 30 ft and then teleport. This costs 15 feet of your movement, move the rest of the 15ft you have left, then dash another 30. This uses both your bonus action and action to get 90 ft, the same as a rogue cunning action dashing and dashing again.
I think ^^ is wrong, care to chance my mind.
Because you can't create it and teleport to it in the same turn
Nope, you can't use your action in place of a bonus action
[8:01 PM]
So, like they said, you only get one per turn
Correct, I’ll make changes to fix that, apologies.
You can use a bonus action to magically manifest an echo of yourself
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.
You can't create an Echo and teleport to it on the same turn.
You can use a bonus action to magically manifest an echo of yourself
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.
You can't create an Echo and teleport to it on the same turn.
That is the reason it wouldn’t work, and why I’ve modified the post.
You know technically the action of creating an echo can be done just when you wake up in the morning, it has no limitation of duration, it lives until it is destroyed, or until you dissipate it you can basically have a clone with you all day, and ready you has free teleport in the first turn of the combat
I wonder if you could use the disguise kit as well to make it look more like a clone
Up to the DM. I'd say no, as it isn't a creature, and doesn't wear clothes, and it raises the question of what would happen if it got hurt. Would the clothes be destroyed?
Also, it can't talk, or anything like that RAW, so this plan you have might not turn out well.
I wonder if you could use the disguise kit as well to make it look more like a clone
Up to the DM. I'd say no, as it isn't a creature, and doesn't wear clothes, and it raises the question of what would happen if it got hurt. Would the clothes be destroyed?
Also, it can't talk, or anything like that RAW, so this plan you have might not turn out well.
Agreed. I would say no. The echoes are strong, but have their limitations. I think the sheer tanking ability they possess is more than enough to satiate a player
I have a question regarding the Echo Knight. Can you manifest your echo BEHIND an enemy while engaged in combat, effectively surprising the enemy and stopping their next attack? Then when the enemy attacks if you have the sentinel feat, regardless if the enemy attacks you or the echo you have a reaction that you can use from either the echo or yourself to attack the enemy as a reaction?
I have a question regarding the Echo Knight. Can you manifest your echo BEHIND an enemy while engaged in combat, effectively surprising the enemy and stopping their next attack? Then when the enemy attacks if you have the sentinel feat, regardless if the enemy attacks you or the echo you have a reaction that you can use from either the echo or yourself to attack the enemy as a reaction?
The echo cannot make the sentinels special OA, so overall, no. You can Spawn it behind them, assuming you can see behind them, like how you can see the ground behind someone by looking at the gap between their legs. It probably wouldn't get surprise, at least I wouldn't rule that, and I don't think most other dms would.
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Hey all, first real post here. I've only been playing a few months and this is new content, so please tell me if I messed something up so I can make this more accurate. I will periodically update this thread as new information appears.
This is essentially a response to another post about Echo Knight. It seems a lot of people don't understand the abilities of the Echo Knight and how to use it properly (it seems like others have already mastered it). I'm just going to run through the abilities level by level and talk about the crazy stuff you can do with it.
Level 3
While Unleash Incarnation is a nice little damage boost to toss in at a critical moment, Manifest Echo is the bread and butter of the Echo Knight. The fact it comes at level 3 I think would make it great for multiclassing, later abilities will improve your Echo's abilities, but they don't give the spike in power that going from level 2 to level 3 and gaining the level 3 Echo Knight abilities. Let's break this down. You can create the echo anywhere you can see, so long as it is within 15 feet of you. It can move 30 feet without requiring any action from you. And when you take the attack action, the attacks can come from you, or your echo. Combine all these together for the first tactic you can use. Say good bye to ranged weapons, anyone within 75 feet of you in combat is liable to be hit. Move 30ft forward, spawn the echo 15ft ahead, and move it another 30ft, then attack. That's 75ft of range, provided you have no walls of enemies blocking your path! It should be noted, the echo will dissapear, as it's 45ft away from you, but that's no matter, just spawn it again next round. The echo only disappears once your turn has ended, so you can have it more than 30ft away during a turn.
Next let's talk about the teleport ability, which is wonderful. It costs 15ft of your movement though, so deciding when to teleport is important. When fighting an enemy, you have the ability to get away from them in about 2 turns provided you don't have an echo already spawned. Spawn it and get it about 30 feet away from you, make your attacks, take whatever hits are coming to you. Then teleport swap with the echo and attack from the echo's position. If you really need to escape, move the echo 30 feet further away before you teleport. This puts 75ft of distance between you and the enemy, of course the echo will despawn if you did move the extra distance.
Using the teleport ability, you can move at an extremely fast pace by using well timed echo swaps. Start by moving 30 ft, dashing 30 ft, then spawning your echo and moving it just to the point where it’s another 30ft from you. On your next turn, move it another 30 ft and teleport, you will then have 15 ft of movement plus another dash action of 30 ft. You will have moved about 165ft in two turns if my math is correct, not quite as fast as a rogue using cunning action and their action to dash twice, but slightly faster than a character with the mobile feat.
A great pairing I think for an Echo Knight is the Sentinel feat. While the extra opportunity attack when an enemy attacks an ally doesn't apply, the reducing a movement speed to 0 does. With the echo's pathetic health but decent AC, you give enemy's within its reach two options: waste an attack on the echo, which might even miss, or run after the knight itself and risk getting stuck with the echo and taking more damage. Any attack against an echo is normally an attack wasted, as the Echo Knight will just make another and whack you with it from a comfortable 30ft away. Imagine getting a crit on an echo. What a waste.
Interesting facts about the Echo: it's treated as an object and can move vertically. That means it doesn't activate opportunity attacks and it can fly. Don't believe me? Jeremy Crawford himself said so: https://twitter.com/jeremyecrawford/status/1240664419161399297?lang=en and https://twitter.com/jeremyecrawford/status/1242186507433070592. I don't even want to know what kind of shenanigans you can get up to using a cheap teleport swap and an echo that can basically fly. Not only this, but the echo's object identity means that it's immune to effects that target creatures. If an attack specifically targets a creature, the echo can't be hit. This may apply to fireball, unless you think the echo is considered "flammable." Auras that damage creatures like that of the Ice toad don't apply too.
It should be noted that unless it's a cantrip making the echo make a saving throw, it probably doesn't matter, as half damage will still kill it.
Also your echo does not carry a weapon. You make the attacks, from the echo's position. So the weapon your holding is the weapon the echo can use.
Level 7
The echo becomes a familiar. Scouting becomes even easier with this. Now take control of your echo and blunder through every trap you can find in the dungeon. The advantage of this versus a normal familiar is not having to perform an hour long ritual, just pump the echoes out and ruin your dm's traps. I've heard you could use a familiar to sneak into a castle or other location, spawn the echo then teleport swap to break into any location you want, but I'm not sure if this would work considering the wording says it must be spawned within 15 feet of you, not sure that your senses in a familiar count as you. Now it's unclear to me as well if you can make ability checks using the echo in this way to stealth, Matt Mercer seems to allow it, but it's really DM discretion https://twitter.com/matthewmercer/status/1240012953136455680?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1240012953136455680&ref_url=https%3A%2F%2Fwww.sageadvice.eu%2F2020%2F03%2F18%2Fecho-knight-it-doesnt-seem-to-have-a-limit-to-the-amount-of-uses-it-can-be-used%2F. I know you cannot attack someone like this. Sorry, you can't send an echo to kill a guy 1000ft away. I'm not sure stealth is important, as you're controlling a grey transluscent shadowy image, but perceptive enemies will definitely spot you. No matter, you're not losing much if they attack. If surprise is critical, send in the rogue instead. Echo Knights excel at a more "expendable" scouting style.
Level 10
This is alright, and a nice little boost to your tanking ability by wasting attacks on a 1hp object. It's a shame you can't use it multiple times or after the attack roll is made, that would make it far more powerful. If it sounds like the big bad of the fight is about to unleash hell on an ally, throw the echo over. It should be noted this won't help quite as much with a multiattack, this only applies to one attack roll, of course any damage the echo takes is still damage a squishy wizard won't.
Level 15
This is like Unleash Incarnation, just a nice little boost from your con modifier. Because temp hit points don't stack, avoid eating through these. Your echoes should tank a lot of damage, so it might be a little while before you're losing those temp hit points. Get rewarded for wasting the enemies' attacks.
Level 18
Now you have two echoes at a time, and can summon two in one BA. You still have the same amount of attacks, reactions, and bonus actions, so having two on the field is useful, but the threat the echoes pose become slightly diluted if spread out, as there's only one opportunity attack they can make, and then until your next turn they are far less threatening.I suggest making a wall in front of you, placing the two echoes ahead 10ft apart, such that nobody can pass through without wasting an attack or getting OA'd.
Overall
The Echo Knight is very good at being an elusive tank. An enemy probably has about one round to actually damage the knight before they teleport swap with their echo, then get slapped around by a shadow with the fortitude of lined paper. This is one of those classes that is terribly strong in the hands of a tactician. All the abilties combine very well together. Their ability to waste enemy's time chasing an illusion while doing consistent damage is great. I like the later abilities, they further improve on the tanking and elusiveness, but this subclass also seems great as a multiclass dip.
For feats, I recommend Sentinel to give your echoes just a little more menace. Polearm Master (the OA will not work with echoes, neither will the BA) and Greatweapon master seem viable, but they will clash with your echo bonus actions. They're good feats but they won't click super well with Echo Knight. In the same vein, two weapon fighting will clash for BA's. As for weapons, polearms if you really want to reach, greatweapons for lots of dice, sword and board for AC. Archery probably won't be great, as unleash incarnation only applies to melee attacks, and you'll be missing out on OA shenanigans.
Also I should add that this subclass has some pretty fuzzy wording. There's still a lot of confusion, and that's why I made this post. There's still a lot of stuff still unanswered. Hopefully errata will help handle the wording and make things clearer.
Thank you, that is helpful :-)
I was all excited to try an echo knight with spell sniper (booming blade) and PAM. No joy when reading the fine print :/
It’s a very specific subclass. It has a lot of creativity you can use, yet so many restrictions. The build I’m using is a dueling sword and board warforged with the sentinel feat, although a protection style great weapon with sentinel might also make for a higher damage output with slightly less AC
I like the echo knight for role playing purposes.
Imagine a Fighter that doesn't walk. He would just casually teleport 15 feet every round(Even cooler if he is sitting in a chair and doesn't even get tired). Popping in and out of existence without passing any space. It will just look funny your echo running 15 feet behind you to 15 feet in front of you before every teleport.
Teleports to the bar. Orders and drink and teleports back into his chair.
While browsing in a Store, just teleports from aisle to aisle shopping.
I think a lot of the echo's movement comes down to interpretation. It can fly vertically, so how would that look? I imagine it moves almost like a lagging videogame, barely moving its limbs as it almost floats towards its destination
This is a great explanation of its abilities! Tactically this class is OP. It's not the strongest by far and it doesnt have a ton of synergies with most tank feats, BUT it adds a Ton of mobility. I personally will be making use of the extra ability points after the first feat option (I love Duelist). Gonna max out my con modifier and have tons of hp and 5 uses of its 2 very useful abilities. Might dip into hexblade for 3 levels though. Hex for added damage on bosses. And the eldritch blast with the incantations that can move targets to and from you 10' would be super useful making sure the echo gets to use its AoO. Take pact of the blade, rapier and a shield, add that to full plate and it's a great tank with OP mobility.
And like Demonwobmbatofdoom said, the rp aspect is fun as well:)
Thanks I appreciate it, just trying to make sure people understand how this class works with all the fuzzy wording
I'd prefer multiclassing Paladin than hexblade, you can throw divine smites.
(Also, multiclassing Druid is good, because different beasts have different Constitution modifiers, and more attack options)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Treantmonk gave a nice video (not being paid to sponsor either). Multiclass into Barbarian...reckless attack without the downside. Nice idea
I think ^^ is wrong, care to chance my mind.
Correct, I’ll make changes to fix that, apologies.
Here's another reason it won't work:
You can't create an Echo and teleport to it on the same turn.
That is the reason it wouldn’t work, and why I’ve modified the post.
You know technically the action of creating an echo can be done just when you wake up in the morning, it has no limitation of duration, it lives until it is destroyed, or until you dissipate it you can basically have a clone with you all day, and ready you has free teleport in the first turn of the combat
I wonder if you could use the disguise kit as well to make it look more like a clone
Up to the DM. I'd say no, as it isn't a creature, and doesn't wear clothes, and it raises the question of what would happen if it got hurt. Would the clothes be destroyed?
Also, it can't talk, or anything like that RAW, so this plan you have might not turn out well.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Agreed. I would say no. The echoes are strong, but have their limitations. I think the sheer tanking ability they possess is more than enough to satiate a player
I have a question regarding the Echo Knight. Can you manifest your echo BEHIND an enemy while engaged in combat, effectively surprising the enemy and stopping their next attack? Then when the enemy attacks if you have the sentinel feat, regardless if the enemy attacks you or the echo you have a reaction that you can use from either the echo or yourself to attack the enemy as a reaction?
The echo cannot make the sentinels special OA, so overall, no. You can Spawn it behind them, assuming you can see behind them, like how you can see the ground behind someone by looking at the gap between their legs. It probably wouldn't get surprise, at least I wouldn't rule that, and I don't think most other dms would.