So I've ran a one shot and currently running a homebrew Wildemount campaign where one of my players is running a Echo Knight Fighter. Currently the party is level 7 and I felt that now was a good time to share how I've dealt with this new subclass. As a disclaimer I want anyone reading this to understand that I'm NOT saying that this is the definitive way to rule where the Echo Knight is concerned, and mileage may vary depending on how you personally DM and what is considered fun or fair for your group. Hopefully you find something you can use in your games.
Note: Prior to the player choosing Echo Knight at 3rd level I did look up relevant information regarding "official" ruling of what it can and cannot do. I am also playing as an Echo Knight in a friend's campaign just to see what my experience is like.
1. The Echo, based on the ability description and in-universe lore, is considered magical so spells like "Dispel Magic" and "Anti-Magic Field" will work. Counterspell would not work as it is not a spell, but an effect.
2. Technically, there is no time limit on how long a Echo can stay active after being summoned, so I have house ruled that if a Echo remains summoned longer than an hour the summoner suffers a point of exhaustion and gains another point for every hour it remains after that. The justification for this being that manifesting a Echo is still magic and the Echo is described as being "the remnant energy of a dying path/timeline you did not take". That to me feels like a taxing experience on the body to keep and maintain for more than just a few moments.
3. You cannot use the Echo to "fly" i.e. you are not treating it like a flying mount. You can however use it as a stationary platform in midair sorta like "Tenser's Floating Disk"
4. Even if it is considered an object for all intents and purposes, a Rogue cannot successfully hide behind the Echo with the Hide Action.
5. When using the "Echo Avatar" ability I allow the player to use their skills when they control it in this way. Reason being that in combat an Echo can use your attack action from where it is located as if the player themselves were there instead, so I see no reason why the out of combat skills couldn't apply for the out of combat ability for this subclass.
6. I know that it's not meant to be capable of doing so, but when a player is using the Echo Avatar ability I do still allow the teleport switch to occur, with the caveat that this house rule is subject to change if I deem it necessary. In truth I haven't felt a need to change it as it hasn't been a problem. My player has done this maybe twice at most.
7. "Unleash Incarnation" and "Legion of One". My players haven't reached level 18 yet but I feel the most fair way that these two features interact is if using Unleash Incarnation with both Echoes cost two uses of the UI.
These are the house rules I have for the Echo Knight. Let me know what y'all have ruled in regards to this subclass.
So I've ran a one shot and currently running a homebrew Wildemount campaign where one of my players is running a Echo Knight Fighter. Currently the party is level 7 and I felt that now was a good time to share how I've dealt with this new subclass. As a disclaimer I want anyone reading this to understand that I'm NOT saying that this is the definitive way to rule where the Echo Knight is concerned, and mileage may vary depending on how you personally DM and what is considered fun or fair for your group. Hopefully you find something you can use in your games.
Note: Prior to the player choosing Echo Knight at 3rd level I did look up relevant information regarding "official" ruling of what it can and cannot do. I am also playing as an Echo Knight in a friend's campaign just to see what my experience is like.
1. The Echo, based on the ability description and in-universe lore, is considered magical so spells like "Dispel Magic" and "Anti-Magic Field" will work. Counterspell would not work as it is not a spell, but an effect.
2. Technically, there is no time limit on how long a Echo can stay active after being summoned, so I have house ruled that if a Echo remains summoned longer than an hour the summoner suffers a point of exhaustion and gains another point for every hour it remains after that. The justification for this being that manifesting a Echo is still magic and the Echo is described as being "the remnant energy of a dying path/timeline you did not take". That to me feels like a taxing experience on the body to keep and maintain for more than just a few moments.
3. You cannot use the Echo to "fly" i.e. you are not treating it like a flying mount. You can however use it as a stationary platform in midair sorta like "Tenser's Floating Disk"
4. Even if it is considered an object for all intents and purposes, a Rogue cannot successfully hide behind the Echo with the Hide Action.
5. When using the "Echo Avatar" ability I allow the player to use their skills when they control it in this way. Reason being that in combat an Echo can use your attack action from where it is located as if the player themselves were there instead, so I see no reason why the out of combat skills couldn't apply for the out of combat ability for this subclass.
6. I know that it's not meant to be capable of doing so, but when a player is using the Echo Avatar ability I do still allow the teleport switch to occur, with the caveat that this house rule is subject to change if I deem it necessary. In truth I haven't felt a need to change it as it hasn't been a problem. My player has done this maybe twice at most.
7. "Unleash Incarnation" and "Legion of One". My players haven't reached level 18 yet but I feel the most fair way that these two features interact is if using Unleash Incarnation with both Echoes cost two uses of the UI.
These are the house rules I have for the Echo Knight. Let me know what y'all have ruled in regards to this subclass.