4. Orange: OK options, or useful options that only apply in rare circumstances. Cookies help us deliver our Services. if you allow UA, you can go echo knight 3/ astral self monk 17. Take the 2 levels in barbarian here after level 5. That is 11 attacks! AT Rogue 13 - Echo Fighter 7 | "Boom baby". Elegant Courtier and the Samurai's Bonus Proficiency also make it possible for the Samurai to serve as a Face. Echo Fighter 3 - Bladesinger Wizard 17 | "You MAD?". Character optimization guide for the DnD 5e Fighter's subclasses.

Manifest Echo. A clever Echo Knight can gain additional damage output and reduce damage to themselves and their party by ensuring that their echo is in the the right place at the right time. Your best use for your ranger spells is probably Hunter's Mark, but using Fog Cloud for a getaway is a lot more flavorful. 3. Second, the limitation of one Reaction per round means only one Opportunity Attack per round.

Press question mark to learn the rest of the keyboard shortcuts. Unleash incarnation is specifically melee only, and it's a HUGE part of the subclass's power. Also echo knight doesn't do kiting. Character optimization guide for the DnD 5e Fighter. Even the ways you can "deal with it" don't actually mess with the Echo Knight much, and would mess with an actual Fighter way more (regularly round-on-round damage auras, for example - and a real Fighter wouldn't cause an enemy to ready an action, wasting a monster's entire round for 1 damage to a non-entity, they'd cause the enemy to actually attack the Fighter, possibly with multiple attacks). After that it's up to you but I think Echo Avatar is a really cool skill for a scouting rogue, and fluff-wise Mage Hand Legerdemain combos really well with Echo to have your 'shadow self' be able to both fight and pick pockets/locks. astral self gives - 3 attacks action ability + 3 bonus action attacks + 1 attack from echo knight. A really cool concept largely squandered. Initially able to swap places or attack from the echoes position. If you just want an easy to play block of excellent stats, the Champion is the way to go. Becuase the Echo Knight depends so heavily on your Bonus Action to manage your Echo, avoid Two-Weapon Fighting and Crossbow Expert.

Mechanically, it's a simple subclass with very little management and no decision points. If your game isn't going to 20, you may want to consider barbarian 3. So throw in another d10. Echo Knight (Explorer’s Guide to Wildemount) Theme: Always accompanied by a shadowy duplicate of themselves, the echo knight is able to attack, move, and perceive through their copy. The rogue and ranger levels, plus Echo Avatar, make you an amazing infiltrator, and the character ends up feeling a lot like a ninja. Maybe the character has his mind shattered and now his id (echo) and superego (astral self) materialize separately to fight alongside him. Game Mechanics: Able to create a duplicate echo, which has their own AC and hp. Defenders in 5e face two major problems: first, enemies can freely move around a creature within that creature's reach, often allowing them to circle around the Defender to get within reach of the Defender's weak allies. Green: Good options.

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. ... Echo Knight EGtW. Hexblade works decentlt with a level 2 fighter dip already, but I don't know if echo is worth delaying hexblade progression any further. Tactically, your echo is like a second character in some ways, and using your echo effectively is crucial to succeeding in combat. That is 11 attacks! You don't need to raise your INT all that much since the spells you'll be using most (shield, absorb elements and shadowblade) don't rely on INT much, but it can be a nice thing to add after you max out DEX and maybe beef up your CON. A few issues that I noticed: “Variant Human: get to boost to STR and CON and can pick up Warcaster, an extremely important feat for Eldritch Knights.” In order to take War Caster you have to be able to cast at least one spell, which a lvl 1 fighter can’t do.

; Battle Master: Master of combat maneuvers, the Battle Master uses a unique Maneuvers mechanic which allows you add … You'd need sentinel, and feats like mobile or xbow mastery would be very useful as well. Also, you can't use Booming Blade through an Echo, as you can only attack through the Echo using attack actions, and Booming Blade is a spell action that requires an attack roll. The Champion is simple, but very effective. A mysterious and fearsome frontline warrior from 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. Using a lance while mounted is an obvious and exciting option, but several of the Cavalier's abilities only work while you're within 5 feet of the creature you're attacking (lances suffer Disadvantage while you're attacking a creature within 5 feet of you). Assassin Rogue 6 - Gloomstalker Ranger 3 - Echo Figher 11 | "Shadows Die Never".

You can then get sneak attacks off your own echo and can start scaling sneak attack from there. Cure Wounds is also decent to have in case your healer goes down, or if you're playing one of those annoying escort missions. The most attacks in the entire game! Also you get to add your martial arts die once. Also you get to add your martial arts die once. Martial Archetype: Fighter subclasses are briefly summarized below.See my Fighter Subclasses Breakdown for help selecting your subclass.. Arcane Archer: Gain the ability to enchant and fire magic arrows in battle. The class also caters well to fighting while mounted, allowing you to protect your mount from harm and providing fun abilities like Ferocious Charge, but the abilities are also worded so that fighting mounted is not strictly required so you can still go into a dungeon without your horse. Mechanically, it's a simple subclass with very little management and no decision points.

First level rogue for the extra skill, then rush Fighter 5, then Ranger 3, then Rogue 3, then Fighter 11, and round off with Rogue 6. Arcane Shot is the heart of the subclass, and with just two shots per short rest you can't afford to rely on your signature ability often enough for it to be a meaningful part of your character. I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. The idea here is to use EB and AB to kite monsters.

I didn't catch that. Warcaster is a must here for booming blade AoOs.