I am trying to make a ranger who lives by the code I am a one-man Army I'm thinking of taking three levels of echo night and the rest in Ranger so it can be like the Ranger and his echo you know you can shoot from The Echoes location I was wondering do you have any ideas to make it seem like there's a buttload archers in a bunch of spots. Any advise
Thanks for clarifying what you want - a character attacking (mostly archery) from multiple places. Initially it sounded like you wanted a character that just steamrolled thru combats. As a ranger you want either Fey wanderer or better Horizon walker. They are the 2 subclasses that focus on moving around and getting off multiple attacks. Fey wanderer works better with TWF while a HW archer could potentially have 3+ attacks from 3 different locations each round.
What I described is straight ranger, I don’t know the echo Knight well enough to add it in yet. cordon of arrows, swift quiver, the various summons spells all work well for the idea.
At 3rd level, 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.
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
At 3rd level, 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.
This is why I said I thought of dipping 3 levels in fighter echo knight then just stay in ranger
The big problem with any fighter/ranger multiclass is really which class to focus on and when to switch. Say you start with the echo Knight - you have to do 3 levels just to get it. So your L3F with a fighting style, action surge, second wind, manifest echo and unleash incarnation. So do you switch now to ranger and do 3 levels there, or do you wait, and do F4 & F5 to get the ASI and the extra attack as early as possible? If you look, the fighter gets something useful every level while the first break in the ranger progression is at L9 and for this build you really want the L11ability granting you upto 3 short distance teleports and attacks against upto 3 different foes without taking an AoO. You also have to look at how high the campaign is expected to go. If it’s only going to L15 that means you can only have 4 levels of echo Knight to go with the 11 levels you want in HW, if it’s only going to L12 your better off going straight HW. It also matters which you take first and what background you take, figure background typically gives you 2 skills, a tool/instrument and a language, then fighter gives you 2 more skills but no languages while ranger gives you 3 skills and (using Tasha) expertise on 1 skill, 2 languages and a way of dealing extra damage that grows as you level. ( I typically start with ranger to get the most I can). (like the potato picker turned sorter commented on The new job: “decisions, decisions, always these odd gam decisions”)
3 levels is really the max you can a “dip” . If you’ve preplanned your levels it works fairly well but you need to think it thru. Thanks for the run down on the early echo Knight as well. I would go ranger 5 then echo 3 then back to HW for however long it lasts.
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Wisea$$ DM and Player since 1979.
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I am trying to make a ranger who lives by the code I am a one-man Army I'm thinking of taking three levels of echo night and the rest in Ranger so it can be like the Ranger and his echo you know you can shoot from The Echoes location I was wondering do you have any ideas to make it seem like there's a buttload archers in a bunch of spots. Any advise
Thanks for clarifying what you want - a character attacking (mostly archery) from multiple places. Initially it sounded like you wanted a character that just steamrolled thru combats. As a ranger you want either Fey wanderer or better Horizon walker. They are the 2 subclasses that focus on moving around and getting off multiple attacks. Fey wanderer works better with TWF while a HW archer could potentially have 3+ attacks from 3 different locations each round.
Wisea$$ DM and Player since 1979.
Thanks
Is this with the echo knight or just full ranger ?
What I described is straight ranger, I don’t know the echo Knight well enough to add it in yet.
cordon of arrows, swift quiver, the various summons spells all work well for the idea.
Wisea$$ DM and Player since 1979.
Ooooo! Great suggestion! Awesome idea! This a very thematic (and very functional) use of this spell.
Manifest Echo
At 3rd level, 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.
Unleash Incarnation
At 3rd level, 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.
This is why I said I thought of dipping 3 levels in fighter echo knight then just stay in ranger
The big problem with any fighter/ranger multiclass is really which class to focus on and when to switch. Say you start with the echo Knight - you have to do 3 levels just to get it. So your L3F with a fighting style, action surge, second wind, manifest echo and unleash incarnation. So do you switch now to ranger and do 3 levels there, or do you wait, and do F4 & F5 to get the ASI and the extra attack as early as possible? If you look, the fighter gets something useful every level while the first break in the ranger progression is at L9 and for this build you really want the L11ability granting you upto 3 short distance teleports and attacks against upto 3 different foes without taking an AoO. You also have to look at how high the campaign is expected to go. If it’s only going to L15 that means you can only have 4 levels of echo Knight to go with the 11 levels you want in HW, if it’s only going to L12 your better off going straight HW. It also matters which you take first and what background you take, figure background typically gives you 2 skills, a tool/instrument and a language, then fighter gives you 2 more skills but no languages while ranger gives you 3 skills and (using Tasha) expertise on 1 skill, 2 languages and a way of dealing extra damage that grows as you level. ( I typically start with ranger to get the most I can). (like the potato picker turned sorter commented on The new job: “decisions, decisions, always these odd gam decisions”)
Wisea$$ DM and Player since 1979.
3 levels is really the max you can a “dip” . If you’ve preplanned your levels it works fairly well but you need to think it thru. Thanks for the run down on the early echo Knight as well. I would go ranger 5 then echo 3 then back to HW for however long it lasts.
Wisea$$ DM and Player since 1979.