#DnD https://t.co/ccAThFieug, — Jeremy Crawford (@JeremyECrawford) March 23, 2020. Echo Knights are a brand new fighter subclass that give martial classes some creative ways to break the rules. Let us know in the comments! Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). 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. Once summoned, your echo only needs to remain within 30 ft. of you, but it can move in some unexpected ways, not being bound by time or space. But that’s only the beginning of what it means to not be a creature. What is the character's story and what drives them, as a fighter and weapons expert, to want to suddenly start leaning magic? The Echo Knight is a new option and offers the martial class the ability to channel the powers of Dunamancy in combat, rather than by casting spells. I remember reading that the Echo is a form of dunamancy, and having some more magic in addition to that makes sense. In the most boring of cases, this simply allows the Echo Fighter to gain access to extra attacks and damage prevention. What I'm wondering is if it's worth taking a few levels in a caster class for some magic. It’s an unexpected benefit, but one that opens up aerial movements to otherwise earthbound creatures. Echo Knights can do a lot more than that though. Did you catch it? I've seen a lot of players consider multiclassing because of an in-game story beat, and I've even seen players who were planning on multiclassing choose not to, because of story beats. It also gives fighters an effective range of 45 feet with whatever weapon they have, as they can summon it up to 15 feet away, then move it another 30 feet on their turn, so long as they’re willing to move up to keep it within 30 feet. 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. What tricks will you pull off? And something not being a creature means something, mechanically. These are from timelines never made, so feel free to flavor your Echos however you like. Remember the echo only has to be within 15 feet of you–as long as you can see the space. Take a look. The Echo Knight’s echo isn’t a creature. I wouldn't take more than 2 levels so I could still get the Echo Knight's lvl 18 ability. If it has to make a saving throw if uses your saving throw bonus for the rules. Here’s Jeremy Crawford confirming this reading of the rules: If you're an Echo Knight in D&D, the magical echo you create is an image of yourself that occupies its space. If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. As you might expect, this means a magical echo doesn’t provoke an attack of opportunity if it leaves a creature’s threatened space. Here’s Jeremy Crawford confirming this reading of the rules: If you're an Echo Knight in D&D, the magical echo you create is … The next cool trick requires a little bit of magic–but if an Echo Knight can cast Find Familiar possibly because of the magic initiate feat, or a multiclass combo, you can use the ability to see through the eyes of your familiar to summon your echo. I've been wanting to play an Echo Knight since it was announced, and since a friend of mine wants to run Wildemount soon, that seems like a good time to play one. #DnD https://t.co/ox6pxE8rY7, — Jeremy Crawford (@JeremyECrawford) March 19, 2020. So sneak your familiar inside a building, use your action to see through its eyes, and your bonus action to summon your echo wherever you can, then you can teleport inside. If this translucent, gray image were meant to be a creature, the rule would say so. The Explorer’s Guide to Wildemount is a fantastic D&D book that hides some of its best content in plain sight. Subscribe to BoLS Prime. The attack occurs right before the creature leaves your reach. This might not be what you're looking for, but my advice whenever someone is considering multiclassing, is to ask why the character would want to multiclass. Take a look at the rules for Attacks of Opportunity, emphasis mine. What do you think of these rules? And if your echo is destroyed–well, you’re still safe and sound. So you can have it run up, attack a creature, and run off consequence free. Is 6 levels too much. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. Dunamancy is perhaps the best addition to come to D&D 5th Edition in a long time, and one of the classes that draws upon it doesn’t even cast spells. Likely, it would be that he wanted to acquire magic in some way to supplement his abilities. 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. How would they do it? D&D: Critical Role’s New Subclass Breaks The Game…And It’s Kind Of Awesome. The Echo Knight’s echo isn’t a creature. What I'm wondering is if it's worth taking a few levels in a caster class for some magic. It all comes down to a couple of details that fly under the radar. A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Remember it moves in any direction you direct it (which doesn’t take your action). So it can hover and attack creatures that are flying. It’s hard to notice that it’s there–especially because it isn’t. What so people think of taking hexblade through to 6th level and Echo Knight for 14. And since you can swap places with it, if you’re both engaged in melee, the Echo Knight can flee and you can teleport to its location to escape. I really enjoy spellcasting, and while I can play martial classes fine, it's just not as fun without being able to cast spells. The echo can hang out wherever you move it. I would still be a mainly melee fighter, but having a couple of spells to cast every now and then would be nice. And that’s without noting that you can make an extra attack anytime you take the attack action, so 3rd level fighters with a high constitution modifier can potentially make four attacks in a single round, or five if you are wielding two weapons, though it does take most of your juice for the day. Generally, this is going to change halfway through a campaign anyway. Echo Knight 5E Build – Ravenite Dragonborn For this build, we’re going to combine the best of the Echo Knight with some of the strong parts of the Ravenite Dragonborn. Anyway, that’s just some of what you can get up to with Echo Knights, and why we hope that everyone enjoys the Explorer’s Guide to Wildemount. The echo created by an Echo Knight doesn't have a speed, and the knight can move the echo in any direction, including into the air. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. Is it worth taking 2 levels in a non-divine class (I've mostly played divine casters and would like to try something else) like Sorcerer, or would I be better off taking just taking MI Warlock (V.Human) for EB, BB, and Hex and leaving it at that? Press question mark to learn the rest of the keyboard shortcuts. It isn't a creature. Echo Knights break the game in the most unexpected ways. I've been wanting to play an Echo Knight since it was announced, and since a friend of mine wants to run Wildemount soon, that seems like a good time to play one. Here are a few tricks up their sleeves. Would it be cool to have the benefits of warlock spells and invocations and at the 6th level you can make "An echo of a target you kill" with accursed spectre? To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. I haven't spent much time thinking about the character reasons yet because I just started making him today. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next.