Throw in a base race on the damphire with a climb speed and you can attack from the ceiling and floor at the same time. At higher levels, you can throw a couple more Ability Score Improvements at Constitution, anyway. Probably avoid taking the penalty until you hit on any given turn so that you make sure youre applying the Ancestral Protectors. Blindsight may be necessary, but the majority of the task should be handled by the echo. Very nice for a Ravenloft campaign. The Unleash Incarnation feature isnt all that were discussing here, but we will start with it. Spells and effects that target Creatures fail to affect an Echo. For all of its versatility, the echo is fragile. Thought the Echo attack was a BA for some reason. Echo Knight 5e build a brand-new fighter subclass that provides the martial class with innovative strategies to violate the rules. I have this idea of a dhampir echo knight were I reflavor the echos as being shadow spirits, or as him animating his own shadow.Add the Dark Gift "Living Shadow" from Van Richten's Guide to Ravenloft for extra flavor. options like Meteor Swarm RAW only damage creatures, but I think a Even if they used the disengage action before attempting to flee, a large number of foes of our now are at risk of being stunned by chance attacks. Our character today, Grey, will be created using the standard array for ability scores (15, 14, 13, 12, 10, 8) and using the Explorer's Guide to Wildemont along with the Player's Handbook. We plan on being a frontline fighter that combines the inherent tank of the Dragonborn to support using the multiple attacks that come with the Echo effect. None of the advantages that come with being a creature, such as having a turn of its own or having the option to use abilities like help or hide available to it. Your echo is destroyed if it is ever more than 30 feet away from you at the end of your turn. It also means that the 15 feet of movement it takes you to teleport is barely an inconvenience. Echo Knights can work with an array of weapon options. Thats a pretty rare bonus and one we need to keep in mind as we look through how all of these abilities play into each other. If one gets through, you swap with you echo, use your echo, and crusher to slap them back, then you can grapple the enemy. Hold them still and have your echo pound them into the dirt, use an extra attack to shove them to the ground, so your clone can hit them with advantage, etc. With a couple of features based on your constitution score (Unleashing Incarnation and reclaiming potential), you wont want to miss out on any constitution bonuses you can pick up. more effective to intentionally walk away from your Echo and recreate it than to try to move it along with you. Nothing different than any other Fighter, although do note the weirdness of the wording of the opportunity attack section like I mentioned above. Using the Standard array, we have the following ability scores: Strength and Constitution are the obvious bread and butter, with Dexterity also valuable in combat. Follow along as we reveal the backstory of Grey, a. Got a round with nothing to do with your bonus action? It is only what it is described as being in the features sections up top. The subclass was introduced in the Explorer's Guide to Wildemount. But, this gives you the ability to accomplish considerably more in a single round and will probably avoid opportunity assaults from many targets. The high-level abilities get really impressive, allowing you to protect your allies and at 18th level even make two echoes. Both of these things vanish if further than 30 feet away from you. Their extra-attack feature brings them not one, not two, but three extra attacks as part of their attack action by the time they reach level 20. Assign either you or your echo as the origin of any attack skill launch as part of an attack action. Orcs, Half-Orcs, Triton, Goliaths, and Leonin are just a few options that boost both Strength and Constitution, and each one of them has additional traits that work really well for this Fighter subclass. For discussions, reconnaissance, and perhaps even combat, the echo avatar is extremely helpful. With the BBEG, you can quickly enter and exit a fight without ever letting them touch you. Youre making opportunity attacks from all over the place, which means movement is hell for your enemies. Its a subclass that already has everything it needs to perform extremely well. For weapons, it is proficient in martial and simple weapons. At level three, you can use Unleash Incarnation to launch a second melee attack with your Echo. Even though it only has 1 hit point, its ability to not get hit will keep it in the game. The Echo Knight can seem like a very simple D&D class on the surface. When you take the mobile, it enhances your movement speed by 10 feet. This makes me want to make a Damphire all in on con. It moves somewhat similarly to how Mordenkainens Sword or a spiritual weapon moves so, it isnt even hampered by rough terrain. Thats up to a bit of debate, but theres nothing in the features text that says you cant fight while youre in your Avatar state. When combined with the soul knifes teleportation, teleportation can be used by rouge in some quite inventive ways to sneak around. The echo gives you another 1515 foot square to control, and Polearm Master increases your own effective radius to a 2525 foot square. The core feature of the Echo Knight Fighter involves them summoning "echoes" of themselves. DM to see how they would like to handle things. Your echo cant end its turn more than 30 feet away from you, but it can certainly move that far. Normally, fighters can feel incredibly weak outside of battle. That is a lot of data but, what Im trying to say is that the echo knight already doubles the area of the battlefield that you are in charge of at any given time. You will be utilizing you according to the most extent if you only use it as an additional location from which to strike. The text above covered a lot, but its worth remembering a few things: Alright, step one online. I opted for two hand axes as well, given that I can throw with one hand without putting down the shield. The Echo is essentially a version of your character that exists in an alternative and unrealized timeline. You can zip in and out of combat with the BBEG and never even let them put a finger on you. Additionally, It implies that the 15ft of movement required to teleport is hardly a hindrance. It is only what it is described as being in the features sections up top. The capacity to strike more targets increases for barbarians. At a distance of more than 30 feet from you, both of these disappear. In my post above. In addition to the shield, I also opted for Chain Mail armor. 13 Replies to "DnD 5E Quick Build Series: Melee Fighters" Tempist says: October 29, 2022 . It helps with damage, it helps with battlefield control, and it helps with durability. Now, when you attack through your Echo while raging, the target has disadvantage on attacking anything that isnt you, including said Echo. Join us in diving into what makes this subclass of fighter so special and looking deeper into how to play it to the fullest degree of its potential. Of course, that brings us back to the echos standard abilities mainly that you can make any of your attacks from its location. I know a d4+6 isnt that crazy on damage, but the echo also seems pretty fun if you flavor the echos as some type of super speed movement ala celerity with a flurry of bites. Also, a lance requires two hands to. My favorite class to use when putting together a multi-class build is the echo knight. We plan on being a frontline fighter that combines the inherent tank of the Dragonborn to support using the multiple attacks that come with the Echo effect. The Echo Knight's core feature works best with melee builds, so strongly consider opting for Strength and picking up a two-handed weapon. Ultimately, what you can get away with is up to your DM. Ever wanted tobe in two places at once? Check out our Rune Knight Fighter 5e Guide for build optimization tips. That never really jived with me, so I decided to make a living out of games, stories, and all sorts of fantastical works. Spells and effects that target Creatures fail to affect an Echo. You can make an echo. Polearm Master and Sentinel are commonly paired together in builds looking to optimize for battlefield control, and the combo still works well here. This is done with the use of Dunamancy, a unique magic in the Wildemount setting that channels the power of potential and actuality. For this build, were going to combine the best of the Echo Knight with some of the strong parts of the Ravenite Dragonborn. You are blinded for a maximum of 10 minutes while performing this. Your uses of Unleash Incarnation and Reclaim Potential scale off ofit. At level 18 it can even create two echos. Managing this character can have a bit of a learning curve, as . While your Echos are flimsy, you can create new ones during the fight. Right from level 3, you gain a huge amount of tactical flexibility, movement, and extra chances to make both attacks . Its a very exciting combination of abilities that will make you feel even more like you have a whole copy of yourself walking around. rules. This means that if you are hidden from your target but can still see them, the attack will have advantage, even though this is intuitively nonsense because the Echo is right next to them and actually delivering the attack. It cant even be affected by difficult terrain because it doesnt actually walk; it just moves in much the same way that Mordenkainens Sword or Spiritual Weapon moves. Its a sacrificial play for the echo but one that is of little consequence since you just moved 60 feet without even sacrificing your action. However, the echo is easy to take down and can lock down your bonus action. Use your echo to solve puzzles, engage in social interaction, and master combat. Advanced Echo powers often require expenditure of one's Reaction. The Echo is quite stunning at its most basic capability level. stepping into a better position might keep you safe. Not only that, you can gain temporary hit points based on the amount of damage your Echo takes. A mace or one-handed sword also works perfectly well, but there are fewer critters out there resistance to bludgeoning compared to slashing or piercing damage. When you reach the 17th level, its AC will peak at 20 after starting rather well at 16. Can you combine the sentinel feat with the Echo? Consequently, teleportation is brought up. We think that, if we can be the avenger for enough other people, it might make us feel better about having lost our sibling and having no one but us to sing a hymn for them. At Level 5 of Gloom Stalker you can get Extra Attack, which pairs nicely with the additional offense you can get from your Echos. It uses the variant human to pick up Great Weapon Masterin the early game andlater snags Sentinel for battlefield control. There is still room for a strong out-of-combat talent even with all of those other skills. Mail armor more effective to intentionally walk away from you, but the majority of the strong parts of wording. 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