Echo Knights tend to be as strong as they are agile, which means they'll need to focus on both Strength and Dexterity. If you want to use a 2h weapon you need Pact of the Blade, but if not then you can grab a familiar instead with Pact of the Chain. Now, you can kill you from another timeline! CON is important for two major reasons. I hope they eventually get all the classes and subclasses for ultimate shenanigans. And, also unlike the War Cleric, this doesnt spend a Bonus action, meaning you can still teleport, summon a new Manifest Echo, or Second Wind. Should put most enemies in a situation where it's difficult for them to use their action effectively. Why Mountain Dwarf Is the Best DnD Race for an Eldritch Knight. It is also the bulk of the subclasses power. Your echo is 10 feet ahead of you, right next to the Barbarian, and you have your Tunnel Fighter ability set up. So no Eldritch Blast, but firebolt is ok. Its not so much grappling the object, but the object grappling other people. Trickery Domain Cleric is particularly fun here, you can use your bonus action to get your Echo going and your action to Unleash Incarnation. Full damage immunity, negates all the negative effects of being hit, and all it costs you is a reaction and a bonus action. You know how Wizards can see through their familiars and gather information without risking their lives? With your Echo starting up to 30ft away, you can move it 30ft further, teleport, and continue moving. Monk is another really nice multiclass Monks are naturally not all that suited to being in the front lines due to an average AC and lowish hitpoints. Right now I'm sitting nice and pretty at lvl 10 and feeling goodabout having survived our now three-year long campaign,but I'm having difficulty looking ahead and figuring out mechanically where I want this character to go. On which levels are Echo Avatar and Shadow Martyr? Bard Necromancer DnD 5e: Music Loud Enough To Raise the Dead, Dunamancy - Guide to Critical Role's School of Magic, Welcome to Athas: A Guide to Dark Sun for Players and DMs, Nautiloid 5e: A Guide to the Mind Flayers Conch Ships. Matt Mercer has stated that theyre a class feature, not an ally creature. I plan to take a 3 level dip into fighter for the Echo Knight. The build isnt as gimmicky as the Polearm Warlock, so it doesnt have as high of a potential, but it also does easy damage every round without a lot of setup. Its completely unclear from the text that this is the case. While getting an additional attack with fighter 11 is big you won't experience that spike until very late in the build, whereas the power spike you get from new warlock spells you'll experience sooner and will incrementally get stronger. Personally, I think that the fighter levels can be worth it - at least in game, echo knight offers a lot of very fun benefits, and plays very nicely. However, if you're willing to exploit some synergies between Echo Knight, Agonizing+Repelling Blast, and War Caster, you can crib from TTB's Ghostlance build (going Hexblade instead of Undead) and start Warlock 2/Fighter 3 to get Echo Knight online earlier (this kind of synergy is what can justify delaying the other benchmarks; EB's auto-scaling helps a lot). Hello, Im working on a build for an upcoming high level (11-20) campaign. After all, it's just another Fighter for the player to work with. But it has a weirdly potent amount of utility and tactical prowess that it should not be ignored. Fine for lower levels but once you boost your cha to 20, Hex is a better backup imo. Really take a look at this subclass the next time youre itching for a martial powerhouse and reap the benefits of the phrase two is better than one. Curious about what else the Wildemount book has in store? One issue to note - if you are planning to go Echo Knight (which is a very fun subclass, highly recommend it) you can maybe rethink going polearm master. Thats where War Caster comes in. The debuff will actually protect your echo since it isnt you, Me and saucerhead were actually collaborating on a build for the recent powergaming contest, using AG/Echo Knight. Like you said, heavy armor proficiency. In the most boring of cases, this simply allows the Echo Fighter to gain access to extra attacks and damage prevention. This is kinda like the War Priest ability of the War Cleric. But, here's the kicker: it isn't a creature or another enemy, it's still part of you. Hexblade/Pact of the Blade is pretty bad (even alone, Hexblade is bad - but Pact of the Blade alone is fine). I welcome and appreciate any feedback I can get! An echo is not an allie so it doesnt help a kobold use Pack Tactics. Then you get a fighting style, which is useful for Hexblade. I'll not do the math (because I'm sure to make a mess of it) but this build is pretty good at unleashing a significant amount of damage in a single turn with a little bit of set-up so long as I'm willing to ignore my DM's angrylooks and the bad-karma that is gathering around my like a stink-cloud. All of your allies will be happy to watch the Echos take hits for the party. From there you can either keep fighter for extra attack, or paladin 2 to smite even harder/faster when you crit, and have some slots for shield and the like. Given your plan of being a melee gish, I don't see sufficient benefit from the echo to justify going into Fighter until after Warlock 5. A question on polymorph. However, while this build benefits from Polearm Master, its actually the feat War Caster that makes your opportunity attacks deadly. The teleport ability says you swap places with your echo magically so thee is no reason you shouldnt be able to, if you were sitting down and your echo was standing it would be sitting after the swap. But, since you cant take anybody with you, that only matters if the Fighter is, say, chained up and uses the Echo to look for help. And now Theres two of them! You get Action Surge and Unleash Incarnation to get all the pieces for a nova round. You grapple then teleport, your echo is now grappling, does it just use your stats? In general, if you're planning to rely on the Attack action, you need a very good reason to delay the progression to Extra Attack; similarly, a full caster needs a very good reason to delay the progression to 3rd level spells. I like second wind and action surge and the echo Knights echo ability could be useful for some extra damage as well as movement. Your bonus action will be spoken for a lot of the time, so the BA attack from polearm master is not always going to happen. Echo Knight 7/Hexblade Warlock 3: A Build Conundrum. As a character with a deep connection to dunamis, or the energy that fuels magic throughout the cosmos, the Echo Knight is a character with incredible abilities. Then the Barbarian enters your actual reach. While both Hexblades Curse and Hex are options for increasing that damage, it is better to get buffed by other party members when possible. On a side note, if youre a GM, use anti-magic items to keep this Fighter chained up. It helps with damage, it helps with battlefield control, and it helps with durability. Booming Blade/Green Flame Blade is an option, but otherwise, before Extra Attack, EB is good. That allows you to adjust your spell tactics more easily and can make you a versatile and hard-to-hit foe. If your Echo is destroyed and you have no temp HP, you can gain 2d6 + con mod temp HP. So you really don't lose too much from the spell progression because you don't get another slot until level 17, and your combat isn't really about spells, anyways. Unlike the Trickery Domain, having all of your allies get a pocket fighter is only so useful. Your email address will not be published. Even though it looks like the only ability that can be triggered via your Echo is the first one (the other two dont apply), its the best ability, with opportunity attacks setting an enemys speed to zero, which given that you can launch opportunity attacks from the Echos space is an amazing way to lock an enemy in place and force it to attack your Echo instead of anybody else. You should definitely make sure you and your DM are on the same page both in regards to the suitability of the Echo Knight in their campaign setting and also with its mechanics before taking this subclass. You can effectively increase the range of your weapons by 30ft. A strength echo knight with GWM, sentinel and a few levels of barbarian looks great, but how about a Dex version? This is not a big power bump, although the added flexibility is nice. One of the most . Rush to level 11 fighter to get that scrumptious looking 'Extra-Extra-Attack' and then finish off the remainder in Warlock to get some spell variety and versatility. Meaning your bonus action might be spent bringing it back more often than using your polearm master attack. This does favor the use of melee weapons over ranged. Then add the Sentinel feat, and grab the Grasp of Hadar eldritch invocation to lock down enemies. Level 1: Absorb Elements, Comprehend Languages, Detect Magic, Find Familiar, Shield, Feather Fall, Gift of Alacrity, Protection from Good and Evil Level 2: Hold Person, Mirror Image, Misty Step, Shadow Blade Level 3: Counterspell, Haste, Lightning Bolt, Slow Level 4: Dimension Door, Greater Invisibility My questions: If you have Eldritch Mind, you won't need to take a feat for War Caster because you're using a two handed weapon rather than sword and shield or two weapon fighting. Yeah 1st lvl was fighter so Im good with that.Hmmm so either, 15EK/5HEX (must keep the smite I think but I get more ASIs as a fighter so it evens out and I basically get 3 attacks with 1 xCHA and reclaim potential for the heals) OR. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. I would even think about going fighter 6 to get another ASI and building toward fighter 8 /Warlock 12. 12 Hexblade for Lifedrinker into at least 3 echo knight, caps at 2 attacks (not accounting the extra attacks from unleash incarnation since its the same either path), but with a 2xCHA in dmg for a 12HEXBLADE/3-4EK at 15/16 11 Echo Knight for 3 attacks with 1xCHA dmg and that sweet reaction to block an attack with echo for a 5HEXBLADE/11EK at 16. Its definitely a better combat use for your spell slots than the smites (which dont scale well) and shield (which is only good when you can use it as a 1st-level spell). You need Rage (bonus action) up and running for this to work. A heavy reach weapon is also nice, allowing you and your Echo to combine a lot of coverage of the battlefield (although it wont increase the 5ft range of your Echo opportunity attacks). Finally a slightly underwhelming ability. Sharpshooter is always great for ranged builds and can be combined with Piercer. Were playing to level 12 but well obviously spend most of our time somewhere between levels 4-9/10. STR powers martial attacks and contributes the Athletics skill, which allows them to execute feats of STR like jumping, running, lifting, carrying, and pushing heavy objects. I do plan to use shadow of Moil as I understand it to be a darkness without the drawbacks to friendlies or the need for devil sight. blindsight or confined spaces). Second wind won't do much, but it's nice. Con will be better. The Echo Knight fighter completely flips that on its head. Just switch to a finesse weapon. Thats so you can pick up Action Surge, which will be an excellent boost to both spell casting and your attacks per round, but it also comes with the benefit of the Archery Fighting style (+2 to your ranged attack rolls). I'm not sure that changes much overall and the rest of your post is very interesting. Vengeance Paladins can guarantee enemies don't escape before the battle is done and vengeance has been reaped. Your choice of feats should reflect the choices you have made. (the great axe isn't recommended unless you're playing a barbarian). If you are a kobold fighter with the protection fighting style, you can impose disadvantage on attacks against your echos and gain advantage on attacks against other creatures when your echos are within 5 ft of you. By taking Hexblade all the way to 5, you get extra attack all the time, rather than just 3 times/rest. Which one would ya go for and why? And one of them is a ghost. Now you can send your echo to their death. Moreover, on your next turn, you can potentially attack five more times (two attack actions with Action Surge + Thirsting Blade, which grants two attacks per attack action + Polearm Masters bonus action attack). Note that the Echo doesnt count as an ally itself, so cant help you get Sneak Attack. Most Fighters need to make two choices early on whether to go for melee or ranged combat and whether to go for a Strength-based or Dexterity-based build. This may not be the strongest Fighter subclass ever devised. Add Sentinel for the Echo opportunity attacks and lock your target in place, giving it a single choice attacking your Echo with disadvantage. Below are two builds that seek to do just that: maximize damage in combat while making use of the Hexblades strongest features. These combat abilities can drastically improve the lethality of Warlock builds that use eldritch blast (AKA in this article as "EB builds") and bring online the possibilities of a melee or ranged-focused warlock build. Yes, I have committed the gravest of sins and created a crit-fishing build using Elven Accuracy, Hexblades Curse and a Greatsword paired with GWM. Hex takes your concentration and uses a bonus action. I plan to take a 3 level dip into fighter for the Echo Knight. You can get A Monster for Every Season: Summer 2 now at Gumroad. Create an account to follow your favorite communities and start taking part in conversations. These dont stack with any temp HP, and you can only use this a number of times equal to your Con mod. If you're leveled up enough, the Echo also gets THP against that attack and Resistance against it. If you already have some temp HP from another source, you cant even use it. The Hexblade Warlock is one of the hardest-hitting subclasses out there and an extremely fun gish build (a hybrid between a martial and a caster). The Hexblade warlock subclass is probably the easiest option for multiclassing, and it helps enable a whole host of powerful abilities. Lets recap. Reply More posts you may like r/dndnext Class skill of Level 5 Fell Children . Then you have advantage on attacks against them and they have disadvantage on attacks against you and your echo. The thing is, the campaign is really challenging so we are kind of required to min/max.So, on to the question. They have access to a number of powerful spells, but their casting is limited. This combination makes the Polearm Warlock an effective damage-dealer thats capable of controlling the battlefield without sacrificing their action and thats before you factor in the fact that a Warlock is a full spellcaster! In this case, Eldritch Blast plus the invocation Repelling Blast can force enemies 10 feet away per blast that hits. Really take a look at this subclass the next time youre itching for a martial powerhouse and reap the benefits of the phrase two is better than one. Curious about what else the Wildemount book has in store? but how to skills work with the echo? I don't think the echo can gain THP or benefit from the AG's resistance or Spirit Shield since it is an object and not a creature or an ally. With these three invocations plus Hexblades curse, you can attack (with advantage if you have Darkness up) for 1d6 + Charisma modifier + Proficiency Bonus three times every turn. If youre looking for a good Hexblade build, youve got options. The one thing you dont gain is a lot of extra damage, and given that your Echo eats up a lot of your bonus actions (if you are making full use of it), you are also not the most reliable user of Feats that grant bonus action attacks such as Polearm Master or Crossbow Expert. Teleportation: literally three different kinds of Elf, an Elf racial feat, Fey Touched, Eldritch Knight, Arcane Trickster, Echo Knight, Shadow Monk, . However, this spell does have a 150 gp material component, so it may not work for your campaign if you lack the money. 30 day money-back guarantee!Get the DM's Se. However, if you know how to effectively use the Warlocks Invocations and magic, you can create some extremely effective tactical combos as well. Im currently playing an EchoKnight Fighter. Start with 18 Cha, get 20 by level 4. Ancestral Guardian is a particular standout here you can give disadvantage to enemies attacks via your Echo, and you can have some fun roleplaying your Echo as another of your pesky Ancestors. In today's video I go through the subclass, offer some tactic. Going with an Elf and adding Elven accuracy could be fun here. You can move it 30ft using mental commands. Admittedly, the first part of this ability is only solid. My relevant stats are CHA 18 and CON 14. Alongside Hexblades curse on that Barbarian and a +1 weapon and assuming all your attacks land (including both Eldritch Blast beams), you can do 7d10 + 1d4+ (Charisma Mod x10) + (proficiency bonus x 10). Monk. There doesnt seem to be any range limit on this one. But it doesn't feel like it was the . The Echo removes these issues and adds even more mobility to an already extremely mobile class, although you cant make bonus action attacks via your Echo, so this will likely not work quite as well for Monk subclasses that want to use their Flurry of Blows bonus action a lot (such as Open Hand, Drunken Master, and Mercy Monks). You can make any of your attacks from your Attack action from the Echos space instead of your own. The Echo Fighter uses the amazing Dunamis magics to replicate themselves in combat. A Custom Lineage archer, with Sharpshooter and Piercer you will be almost impossible to pin down, exchanging places with your Echo if threatened and shooting either from your own location or the Echos, potentially also giving you a boost to your range. I don't think it counts as a hexblade weapon though so can't use your cha mod. I strongly recommend picking something with a +2 to Charisma, like the Satyr, but theres a lot of freedom in that range. See our rundown of the Wildemount Subclasses for more! The headliner here is Crossbow Expert, but you might also consider Elven Accuracy (if you play an Elf and have the feats to spare). When you level into the Echo Knight subclass, the build gets even stronger. Echo Knights, alongside the Chronurgy Wizard, are why the Explorer's Guide to Wildemount is so feared by DMs as a player resource. I guess in the same way you would roll for any other attack your would roll for the grapple check (or shove). The final ability is quite a doozy But the name could have been a 300 pun. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. Echo knight is not a creature, so it is neither damaged or blinded by the spell. The Echo can move vertically. I definitely want to hit 5th level in Warlock for level three spells to add some versatility. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. 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Range of your post is very interesting helps with battlefield control, and it helps with damage, it #. Their death have disadvantage on attacks against them and they have access to a number of times equal to con... Use it another ASI and building toward Fighter 8 /Warlock 12 adjust your spell Tactics more easily and can no... And you have no temp HP, and the rest of your own to!
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