The Echo can attack and take shove actions (which is an attack action) So yes it should be able to break down a door
The Echoe occupies a space so it should trigger traps, though it's weight is debatable if we are talking about pressure plates and questionable if it counts as creature for triggering spell traps.
There is nothing that states that the Echo can't go underwater, it can move just like other creatures do.
The Echo uses your saving throws it says nothing about racial bonuses though it's immune to all conditions.
The Echo should last through your rest, the incapacitated condition ends your Echo but it can't see anything until you gain the echo avatar at level 7. But your warforged can see and hear normally during it's sentries rest so I don't know what you are trying to gain from this. The Echo does not roll it's own perception checks or anything like that.
Carrying objects is up to your DM, I like my players to be creative so if someone would hand their Echo a bomb and run to the enemy as a suicide bomber I'd be fine with that
There’s a long running thread in the fighter forum you might want to check out that’s gets into echo knights. There’s a lot of wiggle room in exactly how they work, so you’ll really need to hash things out with your DM, including asking these same questions to them. It’s way better to ask between sessions, so you Dm can spend time reviewing the rules and thinking about them, and then you’ll both be on the same page about how they work.
The Echo Knight as written is a seriously broken class. The ability to break a grapple without spending a resource is broken you are looking at using a spell slot to do this, for the echo its just a bonus action. The ability to fly up with your echo to a remote location and then swap locations, breaks planned encounters. The ability to block a passageway for a large creature with an echo, requiring a melee attack to attempt to clear the echo cost an attack and no damage is done on the player is broken. The reason why there is an entire thread on the class is to justify the brokeness of the class and try to make it fit to D&D. The design team did not spend time properly building the Echo Knight, it is a problem class. Echoknights block movement, saps attack actions causing them to do nothing, extends the reach of the player two fold and trivializes attacks from above with a height advantage (you have to set the height to be 35' now, not 20' for example).
I'd be very judicious in using their special abilities and discuss with the DM what you plan on doing with them and state you are ok with limits or dissalowing certain things, the class is very very broken (imagine a vengeance paladin with unlimited misty step and able to use their opportunity attacks in double the area wherever they pick).. I've put a limit on the grapple escape on my parties echo knight when he tried it, I'm treating it as an exploit because RAW is horribad. So I have him roll a d20 and a 10 or below he can't shift, 11 or above he can to at least put some limit on it. I've also got an entire race of demihumans who use echo knights and can counter them ready for the player to deal with in a few levels. I like to share the misery, I figure 11 levels of me putting up with echo knights, its only fair he has to run a gauntlet of slaver halberd wielding echo knights wielding pole arms with sentinel + polearm master and casters that can interrupt an echo on cast with a counterspell to keep them locked down at a resource cost.
I suggest you look at the class and set realistic limits on what the class can do with your DM. Set a resource cost for certain things because everything that you pull in combat, the DM will eventually start rubbing their hands together and return it back to you. I have a campaign set up and there is only one group that can do that, so I have to wait a while, if your DM is writing it as he goes, you could run into echo knight hobgoblins at level 4, and it will not be fun.
I appreciate the criticism. My dm seemed to like my pick of subclass so I don't think he's upset by it but I so have some questions, what's misty step? Does counter spell even work on echo summon seeing as how it's not technically called a spell and if so how would that work? Also you could try using an anit magic field or a city where magic is outlawed/ banned and would have people throwing things at his echo (as the lots of small projectiles would probally kill it fast) that sounds like fun
I appreciate the criticism. My dm seemed to like my pick of subclass so I don't think he's upset by it but I so have some questions, what's misty step? Does counter spell even work on echo summon seeing as how it's not technically called a spell and if so how would that work? Also you could try using an anit magic field or a city where magic is outlawed/ banned and would have people throwing things at his echo (as the lots of small projectiles would probally kill it fast) that sounds like fun
Counterspell will work for a group of demihumans that I created who created the warforged in my campaign to stop the mad golem from escaping. Mistystep is a level 2 spell that allows you to move 30 feet costing you a spell slot, you know how Echo Knights don't have to spend a resource to do it. The class is broke, your DM will find out soon enough. For instance, for the final boss if he has 3 attacks and there is a tunnel to the room, no problem, have the party stand behind the echo knight's echo and have them cast, the Big Bad has to spend 1 to 3 attacks to clear the echo and then he can attack the party. Well as long as the party keeps moving back in the tunnel, they can greatly mitigate and kite an encounter trivializing it.
It becomes a pain, you have to change encounter room set up and monsters to take into account the cheap crap that the Echo Knight will pull. It causes more work for the DM dealing with a min/maxed subclass that is all max. I have to add ranged and additional casters to a few encounters to ensure the party have a proper challenge. Its more work for me the DM and it can kill the party because they get cocky using the Echo Knight to exploit combat and now when AE's are coming from the caster forcing the Echo Knight to teleport into the middle of the mobs to take out the caster before the party is wiped, is one way to give the BBEG a chance at hurting the party. I don't have to do that for other melee classes in the game, they are generally within the same range of abilities at least everything up to and excluding Tasha's.
I think a lot of the jank of the Echo Knight can be easily avoided by just playing it straight. The echo is you from the future or whatever. There's no reason it should be able to fly, for example, so the only reason a DM would have to deal with the silly flying nonsense is if the player isn't playing according to the fiction, but instead trying to exploit the rules.
Yes, this is sort of offloading the work of fixing the design onto the player. I don't endorse the Echo Knight, for this reason. But I don't think it's quite as much of a problem as people online wanna say it is.
While sure it's strong on paper, I haven't found it to totally break encounters any more than an aarakocra does. Or a spellcaster, for that matter. People just get upset when a fighter can do more than walk and swing its sword.
The ability to block a passageway for a large creature with an echo, requiring a melee attack to attempt to clear the echo cost an attack and no damage is done on the player is broken.
It doesn't block passage. It's an image and nothing says creatures can't move through it. The thread isn't long because its broken, the thread is long because the echo is not stated as a creature or an object, leaving a LOT of interactions very fuzzy.
While sure it's strong on paper, I haven't found it to totally break encounters any more than an aarakocra does. Or a spellcaster, for that matter. People just get upset when a fighter can do more than walk and swing its sword.
The ability to block a passageway for a large creature with an echo, requiring a melee attack to attempt to clear the echo cost an attack and no damage is done on the player is broken.
It doesn't block passage. It's an image and nothing says creatures can't move through it. The thread isn't long because its broken, the thread is long because the echo is not stated as a creature or an object, leaving a LOT of interactions very fuzzy.
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.
Its up to interpretation, its the same size as you and it occupies space. I can go with that interpretation that you listed out.
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I'm playing my first dnd campaign and just got to level 3! I choose echo knight as my fighter subclass but have some questions
Could I use echo avatar during sentry rest because I'm still aware but immobile?
Can I use my echo to do strength checks like breaking a door?
Can echos hold objects if they are handed to them?
Do echos trigger traps? (my dm loves traps)
Can you teleport out of being grappled with your echo?
Can echos go under water?
Do echo keep racial bonuses? (Like advantage on poison saving rolls)
You can always teleport out of a grapple
The Echo can attack and take shove actions (which is an attack action) So yes it should be able to break down a door
The Echoe occupies a space so it should trigger traps, though it's weight is debatable if we are talking about pressure plates and questionable if it counts as creature for triggering spell traps.
There is nothing that states that the Echo can't go underwater, it can move just like other creatures do.
The Echo uses your saving throws it says nothing about racial bonuses though it's immune to all conditions.
The Echo should last through your rest, the incapacitated condition ends your Echo but it can't see anything until you gain the echo avatar at level 7. But your warforged can see and hear normally during it's sentries rest so I don't know what you are trying to gain from this. The Echo does not roll it's own perception checks or anything like that.
Carrying objects is up to your DM, I like my players to be creative so if someone would hand their Echo a bomb and run to the enemy as a suicide bomber I'd be fine with that
There’s a long running thread in the fighter forum you might want to check out that’s gets into echo knights. There’s a lot of wiggle room in exactly how they work, so you’ll really need to hash things out with your DM, including asking these same questions to them. It’s way better to ask between sessions, so you Dm can spend time reviewing the rules and thinking about them, and then you’ll both be on the same page about how they work.
https://www.dndbeyond.com/forums/class-forums/fighter/64918-an-echo-knight-faq-frequently-asked-questions
Appreciate the help, I was thinking I could use the echo as a sort of gaurd while in sentry rest in a tight spot.
Thanks for the link, I'm new to here so it's very helpful. Will definitely be using this to clear things up with my dm
The Echo Knight as written is a seriously broken class. The ability to break a grapple without spending a resource is broken you are looking at using a spell slot to do this, for the echo its just a bonus action. The ability to fly up with your echo to a remote location and then swap locations, breaks planned encounters. The ability to block a passageway for a large creature with an echo, requiring a melee attack to attempt to clear the echo cost an attack and no damage is done on the player is broken. The reason why there is an entire thread on the class is to justify the brokeness of the class and try to make it fit to D&D. The design team did not spend time properly building the Echo Knight, it is a problem class. Echoknights block movement, saps attack actions causing them to do nothing, extends the reach of the player two fold and trivializes attacks from above with a height advantage (you have to set the height to be 35' now, not 20' for example).
I'd be very judicious in using their special abilities and discuss with the DM what you plan on doing with them and state you are ok with limits or dissalowing certain things, the class is very very broken (imagine a vengeance paladin with unlimited misty step and able to use their opportunity attacks in double the area wherever they pick).. I've put a limit on the grapple escape on my parties echo knight when he tried it, I'm treating it as an exploit because RAW is horribad. So I have him roll a d20 and a 10 or below he can't shift, 11 or above he can to at least put some limit on it. I've also got an entire race of demihumans who use echo knights and can counter them ready for the player to deal with in a few levels. I like to share the misery, I figure 11 levels of me putting up with echo knights, its only fair he has to run a gauntlet of slaver halberd wielding echo knights wielding pole arms with sentinel + polearm master and casters that can interrupt an echo on cast with a counterspell to keep them locked down at a resource cost.
I suggest you look at the class and set realistic limits on what the class can do with your DM. Set a resource cost for certain things because everything that you pull in combat, the DM will eventually start rubbing their hands together and return it back to you. I have a campaign set up and there is only one group that can do that, so I have to wait a while, if your DM is writing it as he goes, you could run into echo knight hobgoblins at level 4, and it will not be fun.
I appreciate the criticism. My dm seemed to like my pick of subclass so I don't think he's upset by it but I so have some questions, what's misty step? Does counter spell even work on echo summon seeing as how it's not technically called a spell and if so how would that work? Also you could try using an anit magic field or a city where magic is outlawed/ banned and would have people throwing things at his echo (as the lots of small projectiles would probally kill it fast) that sounds like fun
Counterspell will work for a group of demihumans that I created who created the warforged in my campaign to stop the mad golem from escaping. Mistystep is a level 2 spell that allows you to move 30 feet costing you a spell slot, you know how Echo Knights don't have to spend a resource to do it. The class is broke, your DM will find out soon enough. For instance, for the final boss if he has 3 attacks and there is a tunnel to the room, no problem, have the party stand behind the echo knight's echo and have them cast, the Big Bad has to spend 1 to 3 attacks to clear the echo and then he can attack the party. Well as long as the party keeps moving back in the tunnel, they can greatly mitigate and kite an encounter trivializing it.
It becomes a pain, you have to change encounter room set up and monsters to take into account the cheap crap that the Echo Knight will pull. It causes more work for the DM dealing with a min/maxed subclass that is all max. I have to add ranged and additional casters to a few encounters to ensure the party have a proper challenge. Its more work for me the DM and it can kill the party because they get cocky using the Echo Knight to exploit combat and now when AE's are coming from the caster forcing the Echo Knight to teleport into the middle of the mobs to take out the caster before the party is wiped, is one way to give the BBEG a chance at hurting the party. I don't have to do that for other melee classes in the game, they are generally within the same range of abilities at least everything up to and excluding Tasha's.
I think a lot of the jank of the Echo Knight can be easily avoided by just playing it straight. The echo is you from the future or whatever. There's no reason it should be able to fly, for example, so the only reason a DM would have to deal with the silly flying nonsense is if the player isn't playing according to the fiction, but instead trying to exploit the rules.
Yes, this is sort of offloading the work of fixing the design onto the player. I don't endorse the Echo Knight, for this reason. But I don't think it's quite as much of a problem as people online wanna say it is.
You'll still have some jank, of course.
While sure it's strong on paper, I haven't found it to totally break encounters any more than an aarakocra does. Or a spellcaster, for that matter. People just get upset when a fighter can do more than walk and swing its sword.
It doesn't block passage. It's an image and nothing says creatures can't move through it. The thread isn't long because its broken, the thread is long because the echo is not stated as a creature or an object, leaving a LOT of interactions very fuzzy.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Its up to interpretation, its the same size as you and it occupies space. I can go with that interpretation that you listed out.