The Barbarian used up 20 feet of movement at least (10 to get to you the first time, another 10 after it was pushed back), and in return was attacked five times (once from Eldritch Blast and four times from your polearm). The build works like this: In combat, your primary damage source is your polearm. If UA is allowed for Hexblade, then go Kensai and pick Greatswords and a monk weapon. Thanks for the time! With this subclass, you're unlikely to be forced to spend your turn moving into position before attacking. The Echo Knight is a solid fighter subclass. Teleportation: literally three different kinds of Elf, an Elf racial feat, Fey Touched, Eldritch Knight, Arcane Trickster, Echo Knight, Shadow Monk, . infos: isso um combate em D&D 5e os personagens esto level 19 a pt composta por: life domain cleric, college of valor bard, hexblade + vengeance paladin, echo knight, clockwork soul sorcerer + infernal lord warlock, bladesinging wiz + eldritch knight e um battle master Is there a probable better path that I dont know about because I dont understand how to multiclass effectively? The teleportation is sweet, and you can attack around corners with ranged weapons or fight two different enemies with melee ones. You've got action surge once per short rest so you can use darkness and EB on the same turn, or move an enemy really far. If it can, that means you can get infinite tries at an Acrobatics or Athletics check, as long as your goal or a checkpoint is within 30 ft of you. Hexblade Warlocks are warlocks that, in their pact with their patron, gain access to additional combat abilities. Finally a slightly underwhelming ability. Thanks for the response! Path of the Zealot This makes Great Weapon builds hit just a little harder, or makes a two-weapon build get an extra swing in. Polearm Master and War Caster are the feats for this build, and I recommend not taking additional feats after you get these two. Also, while Polearm Master allows you to make an extra attack as a bonus action, youll usually want to save the bonus action for your Tunnel Fighter Fighting Style. Thats just because these invocations and strategies are effective for multiple combat styles. 2. Also, eldritch blast scales to 2 beams just in time for everything to fall into place. You can find more articles by me (Shard) here. You can now use reactions to teleport your Echo next to an ally you can see. 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. Hexblade is hard to rank because of it being used mainly for dips. . If you already have some temp HP from another source, you cant even use it. The tactics for this build are simple. Sons of the Forest: What to do at the Grave? Im fighter level 5 so have Extra Attack and Action Surge x1. Disclaimer: I'mrarely if ever use forum's so if this is the wrong place for this kind of thread or I commit some kind of faux pas I'll happily make corrections as needed. Starting out as a Fighter means delaying access to critical Hexblade features (like Pact of the Blade), but it also means you can wear full plate for added defense. This is not a lot of temp HP at this level of play. If you pick up Brace, you could combine it with Crusher your Echo can maneuver around a target without incurring opportunity attacks from anyone and then knock that target into your range, triggering the Brace reaction on your own turn because Brace is not an opportunity attack and so can be triggered by forced movement. At the start of each turn, unit's engage meter is filled by 1. Vampiric Bite. And then you can teleport to it. Both builds tend along similar paths in terms of Invocations and techniques, but they implement these in very different ways. Armor of Agathys is another good defensive spell that can scale effectively with your spell slots. As always, these are just my thoughts. Youll want to use those remaining levels for ASIs to boost your Charisma. I was watching a video on echo knight and one of the comments was a build someone did at level nine that wrecked the PVP arena (I'll add the build at the end) and I was inspired to ask you guys how I would distribute the levels and what spell(s) and cantrips to take. CON is important for two major reasons. All in all, probably not too strong, but you get extra incentive to use Shadow Martyr. 4. I would advise Custom Origin, maybe Fey-Touched as the feat. Like I said earlier, this is a bit weak by level 18, since the Fighter is balanced around swinging 4 times a round. Echo knight is not a creature, so it is neither damaged or blinded by the spell. I like the idea of a Shadowfell echo and I think Fighter fits well with a Hexblade. This can greatly extend your available movement during your turn. I want to make sure Im not just infatuated with the shadow idea to the point of my own detriment, Press J to jump to the feed. aid other tabletop gamers in creating memorable characters, Press J to jump to the feed. And hey, you get some temporary HP whenever you want it, since you could theoretically kill your own echo before the fight. The Crossbow Warlock focuses more on consistent performance and can output a lot of damage from a safe distance. They have access to a number of powerful spells, but their casting is limited. In terms of offense, I recommend picking up either the Booming Blade or Green-Flame Blade cantrips. Thats frightfully good. Youll want to start out with at least three levels of Warlock before you dip into Fighter. Ever wanna tag team with yourself? (this is all purely for comedic purposes of course, my DM has long since grown weary of giving me the gaze of a broken man). Sharpshooter is always great for ranged builds and can be combined with Piercer. I started out as a Hexblade in a new campaign. Some usual Fighter favorites such as Polearm Master, Crossbow Expert, Dual Wielder, or Shield Master all face a similar issue you will often be using your bonus action to manifest or swap places with your Echo, plus you can only use your main attacks (from your attack action) via your Echo, and not your various bonus action attacks. These cantrips can provide excellent damage boosts, especially before you have access to the double attacks of Thirsting Blade. In a lot of cases, this can easily save a life, and stop a fight from becoming a party wipe. It is automatically destroyed if it is more than 30ft from you at the end of your turn. Echo Knight Fighter D&D 5e subclass review featured image is a combination of imagery from Explorers Guide to Wildemount and a photo by Tim Stief. There are three things you can do with your Echo: As a bonus action, you can swap places with the echo, regardless of the distance between you. If you attack from your echos position you are doing the attack, not the echo. You need Rage (bonus action) up and running for this to work. Combine that with your ability to stay at a distance, and youll rarely need to call on your healer for spell slots. Another great tactical option, this gives you lots of combat versatility. Again, some extra damage is welcome, but one extra attack per combat encounter is not a lot. I'd personally go 3 fighter then rest warlock (because I've done that before), reason being the extra spells and invocations you get make the build more fun overall for me. Sure, the teleport ability still works with this, which lets you shift your body 1,000 ft in a round. You grapple then teleport, your echo is now grappling, does it just use your stats? 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. 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). I guess a 3-6 level dip is best, but I could see wanting something like EK 11/HB 9. Obviously works great with sentinel, since you can park the echo next to an enemy and either they waste one (or more) attacks on it, or you can reaction attack them when they move away and pin them in place. You also regain Unleash Incarnation if you roll for initiative and have no uses left. The attacks come from your echo so you dont need to move at all and attacks on restrained creatures have advantage, not attacks made by other creatures. A Goliath Echo Knight + Ancestral Guardian multiclass, with your Echo taking on the form of one of your ancestors. None of these abilities say they require somatic components! Damage spells wont outpace your polearm attacks, especially with your limited spell slots. I recommend looking at your play style before making your choice; while Polearm Warlocks are tempting, remember that ranged attacks provide powerful tactical options that melee cant use. Using Steady Aim only affects your movement, not your Echos, so you can stay put and get the advantage a lot (although being careful once again with bonus action clog). Fire Emblem Engage. You can effectively increase the range of your weapons by 30ft. Now you can send your echo to their death. Either path works, but a melee build is somewhat more likely. That feat will let you make an extra attack as a bonus action with the crossbow each round, which is key to this build. The idea is that you don't need Extra Attack in Tier 2 with PAM, Action Surge, and your Con-based Echo strikes, as you have 2-4 attacks in a round without it as a TANK. check out the. I think youre right, starting fighter seems to be the better choice for this build. This article contains affiliate links to put gold in our coffers. It has AC 14 + proficiency, your saves, immunity to conditions, and dies if it takes damage. The Hexblade Warlock's patron exists somewhere in the Shadowfell, and it is from that place the powerful shadow weapons they wield in combat are shaped. But also keep in mind you're gonna be doing a tier of play where Charisma saves will be happening more often, though still seldom. 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. 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