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. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
—Explorer’s Guide to Wildemount
Table of Contents
Echo Knight 5e Fighter Subclass
Of all the strange subclasses and odd specializations you can opt for in the 5e rules, the Echo Knight is perhaps one of the strangest. Whereas most classes offer a range of skills and abilities, enabling you to hone a personal style further, the Echo Knight is based on one core ability.
This ability also makes them one of the most fun to play. Learning to utilize the class abilities might take a bit of figuring out, but once up to speed, the Echo Knight can end up as one of the strongest martial characters in the game.
The Echo
The Echo Knight 5e is based on one core element, its ability to summon what is known as an Echo. The Echo has some of the oddest and most metaphysical lore in the game. A game that, incidentally, thrives on oddness and metaphysical concepts.
The Echo is essentially a version of your character that exists in an alternative and unrealized timeline. A possible you. The Echo Knight can pull that potential you into its reality and exert control over it.
Successfully controlling it reaps all sorts of advantages. It confers additional attacks, soaks up more damage, and gives you better control and reaction during combat as you can, to a degree, be in two places at once.
Controlling the Echo takes bonus actions. On the one hand, this frees up your standard actions during your turn. On the other, you need to avoid employing options that rely on the bonus actions, such as dual-wielding weapons, as the control of your Echo already uses up any extra space and time you have for such additional tricks.
Echo Knight Ability Scores
Regarding Ability Scores, the Echo Knight doesn’t vary much from the regular Fighter subclasses. As a Fighter, prioritizing Strength makes sense as this will ensure maximum damage output.
Constitution should also be high to maximize its points and make sure you can go the distance in combat. Dexterity will help boost your Armor Class, but as the Echo Knight is a lead-from-the-front sort of character, this is a low priority.
After that, put any points into your Wisdom. Perception is based on this, so having a decent Wisdom score will help you with Saving Throws, which require you to see through illusions and detect the real from the conjured, which is the more common type of saving throw when it comes to the adventuring life.
Intelligence and Charisma can stay where they are, unabridged and unadded to. Other party members will be able to pick up the slack in this department.
Echo Knight Skills
The Echo Knight isn’t overly reliant on skills, but you do get a choice from eight valuable options when you roll the character.
Try to balance your choice to fill the gaps left in your background and, if known, those already covered by other members of your adventuring group. Here is a helpful priority list, one that works for most characters.
Athletics: The only skill available to you that is reliant on Strength. Obvious benefits include climbing and swimming, but it also helps when grappling with and pushing opponents.
Perception: This is something every character should take if they can. It is the difference between spotting the ambush up ahead and packing up the gaming session early, between noticing traps and wondering just how you come to have a dart through the palm of your hand.
Survival: If your party has a Ranger or Druid, you might skip this choice. If not, taking it is a must if heading out on a long journey or an over-ground wilderness adventure.
History: Often overlooked, History is the ability to collect and collate valuable background information. Knowing about the region and some astute local knowledge can give the party a helpful advantage.
Intimidation: More often, the role of the more Roguish element of the party but still helpful in facing down enemies, especially if you are trying to get your way without resorting to combat.
Insight: Take if you have an exceptionally high Wisdom but generally a skill that other members of the party, the Clerics or the more nefarious types, should have covered.
Acrobatics: If you have taken Athletics, you should never need to use Acrobatics. Better to avoid and dodge, grapple, and overpower rather than resort to circus tricks and unnecessary maneuvers.
Animal Handling: This only makes sense if you are a fighter who rides a mount. It makes sense if you see yourself as cavalry or a mounted knight riding to the rescue. Otherwise, not so much.
Echo Knight Features
Manifest Echo (Level 3)
This core feature allows you to summon your Echo close to you. It has an AC of 14 plus bonuses and a single hit point. On your turn, you can move it to a maximum of 30 from you; any further, it is destroyed, and you can use your bonus action to swap places with it.
Whilst your Echo is present, you can choose to have any attack made by you to be delivered by either yourself or your Echo.
Unleash Incarnation (Level 3)
This feature allows you to deliver additional attacks each day to a total of your Constitution score. These attacks can come after the usual attack action and always come from your Echo. The other damage is a valuable bit of extra punch when you need it.
Echo Avatar (Level 7)
This allows the Echo Knight to implant their consciousness inside their Echo. You can see and hear through them and move up to 1000 feet from your actual self. It is an excellent way of gathering information, exploring, or undertaking reconnaissance.
If things don’t go well, summon another Echo and try again.
Shadow Martyr (Level 10)
This feature can only be used once, and a rest must be taken before it is used again. It allows you to use your reaction to have your Echo jump in front of an ally and become the target of the incoming attack.
You must be able to see the attack coming, and there has to be room alongside the ally for the Echo to fit into. An excellent defensive move but to be used sparingly.
Reclaim Potential (Level 15)
This feature offers a tremendous bonus. This can be used any number of times up to your Constitution bonus but requires a long rest before you can use it again.
When your Echo is destroyed, which happens a lot, being that they have only one hit point, this feature allows you to gain a hit point top-up of 2D6 + Constitution bonus. And that is a brilliant feature to be able to call on.
Legion of One (Level 18)
If one Echo is good, having two would be twice as good. That is what this feature allows you to do. Two Echo’s from one bonus action. Two otherworldly allies to aid you on the battlefield. This feature also allows you to recharge one Unleash Incarnation if you don’t have any left.
Best Feats for Echo Knight
There are plenty of Feats available to you that will further help you build a formidable fighting character. Some of these are found in the core rulebook, others in additional, non-canon publications such as Tasha’s Cauldron of Everything.
Crusher Feat
Crusher is an excellent Feat if you wield a bludgeoning weapon as it increases your Strength and Constitution by +1, confers an advantage after you land a critical hit, and allows you to move back five feet after landing a blow.
This last effect can be paired up well with your nearby Echo to get a free attack of opportunity on top of your regular attack.
Durable Feat
As a front-line combatant, Durable Feat keeps you in the fight longer.
Gift of the Chromatic Dragon Feat
This takes up the bonus action, but as it is only used sparingly, it works for the Echo Knight. It gives attacks on any chosen turn an additional 1d4 of elemental damage. Choose your opponent wisely, one susceptible to certain elements, and pulverize them by combining this with multiple attacks.
Heavy Armor Master Feat
Heavy Armor Master Feat decreases incoming damage due to your better protection and boosts Strength and Constitution by +1.
Sentinel Feat
If you plan to be the party Tank, Sentinel Feat is a must. It heightens your attacks of opportunity and allows you to use them more often. Couple that with your Echo’s abilities, which means you can dominate the melee.
Skill Expert Feat
Skill Expert Feat increases your Strength by +1 and doubles your proficiency in Athletics. A combination that means that you can grapple just about any opponent successfully.
Playing as an Echo Knight in 5e DnD
The Echo Knight is a strange and singular class, but isn’t that the nature of the DnD world? A mystical warrior who is both powerful and magically unpredictable, who can wander the battlefield via their proxy Echo and attack enemies before they can see the Knight coming.
No sensible party should leave home without one.
Kendra has always been a hardcore fantasy nerd. Growing up in the worlds of Tolkien, Sanderson, Jordan, and Abercrombie, DnD & board games just came naturally. She and her husband, Bryan, started GameCows.com in 2018 as a fun passion project that just took over their lives. An avid board gamer since childhood and chronic DnD chronicler for more than two decades, she loves to play, write, travel, and learn dead languages. She is also a professional content writer at SlashGear.com
Spiorad
Thursday 2nd of February 2023
Hi and thank you for your explanation about the Sub-Class. I don't know if the Crusher feat really work because you move the target without his will. AoO can only occur if the target move by itself no?
Bryan Truong
Friday 3rd of February 2023
Hey there,
Good catch as with most rules in D&D it's going to come down to the DM, but you come at them with all the information to help them make a decision.
Rules as written for Echo Knight. (Explorer's Guide to Wildemount Page 183)
"When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space."
Player's Handbook rules on Opportunity Attacks (page 195)
"You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction."
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So that can be read 1 of 2 ways depending upon which rule supersedes the other.
1) The Echo Knight's special ability supersedes and the character shifts into their echo forcing the attack. 2) Because the movement is forced opportunity attacks do not apply.
Personally, I think it makes sense to have the Echo be able to use the opportunity attack since it's such a weird subclass to begin with and the way it's written makes it seem like it's a special ability for the Subclass. If your DM doesn't agree with me you can still position the Echo in a way that after the target is knocked back, they'll have to move past the Echo to reach you, and that would force an opportunity attack.
That way you could position your Echo 9ft away, use the Crusher feat to knock them 5ft away to melee range of your Echo, and force an opportunity attack when they move back towards you. If they charge your Echo, you can shift positions and use the Crusher feat to knock them back the other way. It would be like a very painful game of monkey in the middle.
Thank for the response. Let me know if that helps.
Cheers, Bryan