A really cool concept largely squandered. It's also easily bypassed using the Disengage action, but forcing an enemy to spend their Action to get past you is a successful turn in my mind. Now if there is some item or something else you can do to add damage to attacks it can get crazy. Mechanically, it's a simple subclass with very little management and no decision points. The biggest problem with the Purple Dragon Knight is that it takes the Fighter, who is almost exclusively good at fighting, and tries to make them good at some other stuff. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. Blue: Fantastic options, often essential to the function of your character. The Echo Knight's central feature is its ability to create an "echo", which allows you to fight in two places at the same time. 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).
A charismatic, knightly fighter. Becuase the Echo Knight depends so heavily on your Bonus Action to manage your Echo, avoid Two-Weapon Fighting and Crossbow Expert. Individually, each of the Purple Dragon Knight's abilities are great, but the sum of the abilities in the broader context of the Fighter class makes the Purple Dragon Knight a difficult option. Tactically, your echo is like a second character in some ways, and using your echo effectively is crucial to succeeding in combat. 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. I still feel like Paladin is a much stronger (and thematically cooler) combo with Hexblade than Fighter, and echo knight doesn't change that. 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. Second, the limitation of one Reaction per round means only one Opportunity Attack per round. Hold the Line and Vigilant Defender address both of these issues. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. You also want Warcaster here. This is probably a good build to chase a headband of intellect with, unless you rolled dice and rolled like a god. This one works similarly to the rogue, but needs DEX, CON and INT. The Echo Knight's central feature is its ability to create an "echo", which allows you to fight in two places at the same time. Your choice of subclass will greatly affect the way you function in combat. Green: Good options. Cookies help us deliver our Services. You can also teleport to switch places with your echo, allowing you to to escape grapples, difficult terrain, and bindings with little effort (though it does also cost part of your movement for the turn). Assassin Rogue 6 - Gloomstalker Ranger 3 - Echo Figher 11 | "Shadows Die Never". If your game isn't going to 20, you may want to consider barbarian 3. Matt Mercer describes the Echo Knight, one of the new subclasses featured in the Explorer’s Guide to Wildemount.
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. It has less damage at level 20 and no expertise but comes online much faster, since it gets access to booming blade at level 4, shadowblade at level 6, and extra attack at level 9. 2xBonus Attack + Unleash Incarnation + Dread Ambusher + Action Surge means you're firing 10 attacks on turn 1, with your DEX and WIS to initiative with advantage if you go first, and expertise in stealth + umbral sight makes it easier to get those automatic crits for all 10 attacks on surprise. At 7th level AT, Shadowblade makes extra attack scale better than booming blade, so that's when you get Fighter 5. That is 11 attacks! Echo Fighter 3 - Bladesinger Wizard 17 | "You MAD?". Get GWM and Sentinel and beat shit to death. Action surge for 3+1 more attacks. Also echo knight doesn't do kiting. Maybe I could see taking it after hexblade 10, but not before. A fantastic combination of combat prowess and offensive magic, the Eldritch Knight is a wonderful Blaster and Striker, but may not be able to compete with a real Wizard in terms of offensive spellcasting. Character optimization guide for the DnD 5e Fighter. At 3rd level, 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. You'd need sentinel, and feats like mobile or xbow mastery would be very useful as well. You need either yourself or your echo in melee. Mechanically, it's a simple subclass with very little management and no decision points. While it's a nice option in the right party, Dungeons and Dragons is a game that rewards specialization and punishes diversification. Maybe the character has his mind shattered and now his id (echo) and superego (astral self) materialize separately to fight alongside him. I did not consider that it also prevents attack cantrips but your totally right that it does. However, the Cavalier is not without problems. You're mostly picking this up for reckless attack since you can make melee attacks at range. Echo Knight/Hunter multi-class strikes me as having more synergy, than a Rogue/Echo Knight combo. ; Battle Master: Master of combat maneuvers, the Battle Master uses a unique Maneuvers mechanic which allows you add … Arcane Archer gets a couple of excellent abilities, but they simply don't compensate for the massive amount of time you'll spend wishing that you had more Arcane Shot uses. If you just want an easy to play block of excellent stats, the Champion is the way to go. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. Just to clarify, when you mention getting sneak attack from your echo, I'm not sure if you mean that the echo can use sneak attacks (which it can, as it is your attack), or if you think it counts for triggering your sneak attack (which it doesn't as it is considered an object and thus is disqualified from being an "enemy"). ... Echo Knight EGtW. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games. Fight with Clones: Echo Knight 5E Guide. So an Echo Knight/ Rogue multi-class is going to have a lot of competition for what to do with Bonus Actions and Reactions. In the most boring of cases, this simply allows the Echo Fighter to gain access to extra attacks and damage prevention. The wording was specifically made to prevent getting SA that way unfortunately. 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. 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.