Couldn't find a definitive answer online, but basically, the breakdown is that your character to benefit from Steady Aim, your character can't have moved at all that turn to benefit from advantage on attack rolls.
Echoes from the Echo Knight and Invoke Duplicity from the Trickery Domain Cleric have the ability to make attacks/cast spells from the echo/illusion.
My question to all the loremasters from you all, would steady aim be able to apply to those remote actions? Would you be able to benefit from your echoes/illusion from moving or do both you AND the illusion can move?
Personally, I'm for the echoes/illusion able to move but the caster can not, (I'm a forever DM). My thought process is that they are only mirroring your movements and actions, their movement being part of the ability. However, I want other peoples interpretation of the rules, cause I admit this may be gamey.
"You give yourself" is part of the language behind steady aim. Echo Knights description is "an echo of yourself". So it's not you, its just an approximate facsimile of yourself, but its not you. Duplicity creates illusory duplicates, again, not you.
Thematically as well, it's just not the kind of thing that was intended. The rogue stands still, focuses in abandons all movement to really zero in and get that perfect shot and then fires. It's not just standing there all perfect and still while the echos or illusions move and create fancy movements and get perfect strikes.
It seems fairly clear-cut to me that your movement is separate from your echo's or your duplicate's. Might be a gamey edge case, but just looking at the rules I don't see anything preventing it. Steady Aim and moving your duplicate both require your bonus action though, so activating Steady Aim and moving your duplicate in position on the same turn to make a spell attack through it isn't possible.
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Echo: 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.
Duplicity: For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.
This is why I would allow it. It's still your own attack.
I think being confusing about where the attack is coming from is definitely in the echo knights theme. Mentally commanding your echo to move while you focus entirely on which of the two is the best location and the best timing to shoot via steady aim works thematically for me too.
Edit: Good point about the Invoke Duplicity needing a bonus action to move above.
You haven’t moved when you move your illusion as a bonus action or when you command the echo to move with no action required.
When you teleport with your echo as a bonus action, ask the DM, some consider you move when teleporting and others don't.
Invoke Duplicity: As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
Manifest Echo: On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required)...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 haven’t moved when you move your illusion as a bonus action or when you command the echo to move with no action required.
When you teleport with your echo as a bonus action, ask the DM, some consider you move when teleporting and others don't.
Invoke Duplicity: As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
Manifest Echo: On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required)...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.
But as already said, Steady Aim uses your Bonus Action, so most of the options in the above two abilities can't be used on the same turn.
Thank you all for the feedback! When workshopping this idea, I definitely was thinking of the Echo Knight over the Duplicity, but added Duplicity since of the similar mechanics it has.
Thank you all and thank you anyone else who posts on here, love you all!
You haven’t moved when you move your illusion as a bonus action or when you command the echo to move with no action required.
When you teleport with your echo as a bonus action, ask the DM, some consider you move when teleporting and others don't.
Invoke Duplicity: As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
Manifest Echo: On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required)...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.
But as already said, Steady Aim uses your Bonus Action, so most of the options in the above two abilities can't be used on the same turn.
Teleporting uses 15 feet of your movement, so yes, you are moving.
I wish that the rules had different terminology for changing position by any means and just plain walking (or even just using your speed). This question would be a lot more clear if that were the case.
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Couldn't find a definitive answer online, but basically, the breakdown is that your character to benefit from Steady Aim, your character can't have moved at all that turn to benefit from advantage on attack rolls.
Echoes from the Echo Knight and Invoke Duplicity from the Trickery Domain Cleric have the ability to make attacks/cast spells from the echo/illusion.
My question to all the loremasters from you all, would steady aim be able to apply to those remote actions? Would you be able to benefit from your echoes/illusion from moving or do both you AND the illusion can move?
Personally, I'm for the echoes/illusion able to move but the caster can not, (I'm a forever DM). My thought process is that they are only mirroring your movements and actions, their movement being part of the ability. However, I want other peoples interpretation of the rules, cause I admit this may be gamey.
I wouldn't let it happen.
"You give yourself" is part of the language behind steady aim. Echo Knights description is "an echo of yourself". So it's not you, its just an approximate facsimile of yourself, but its not you. Duplicity creates illusory duplicates, again, not you.
Thematically as well, it's just not the kind of thing that was intended. The rogue stands still, focuses in abandons all movement to really zero in and get that perfect shot and then fires. It's not just standing there all perfect and still while the echos or illusions move and create fancy movements and get perfect strikes.
It seems fairly clear-cut to me that your movement is separate from your echo's or your duplicate's. Might be a gamey edge case, but just looking at the rules I don't see anything preventing it. Steady Aim and moving your duplicate both require your bonus action though, so activating Steady Aim and moving your duplicate in position on the same turn to make a spell attack through it isn't possible.
Want to start playing but don't have anyone to play with? You can try these options: [link].
This is why I would allow it. It's still your own attack.
I think being confusing about where the attack is coming from is definitely in the echo knights theme. Mentally commanding your echo to move while you focus entirely on which of the two is the best location and the best timing to shoot via steady aim works thematically for me too.
Edit: Good point about the Invoke Duplicity needing a bonus action to move above.
You haven’t moved when you move your illusion as a bonus action or when you command the echo to move with no action required.
When you teleport with your echo as a bonus action, ask the DM, some consider you move when teleporting and others don't.
But as already said, Steady Aim uses your Bonus Action, so most of the options in the above two abilities can't be used on the same turn.
Thank you all for the feedback! When workshopping this idea, I definitely was thinking of the Echo Knight over the Duplicity, but added Duplicity since of the similar mechanics it has.
Thank you all and thank you anyone else who posts on here, love you all!
Teleporting uses 15 feet of your movement, so yes, you are moving.
I also consider a creature moving when teleporting as it leaves a space/square to enter another.
I wish that the rules had different terminology for changing position by any means and just plain walking (or even just using your speed). This question would be a lot more clear if that were the case.