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Echo Knight is Wildemount's Most Popular Subclass
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<blockquote data-quote="jgsugden" data-source="post: 7975108" data-attributes="member: 2629"><p>Until the familiar is hit by something, dies, and drops your bead on the floor where an enemy can pick it up... And while this is a strong item, it is not the most popular rare item in D&D according to D&D Beyond stats. The item has not ruined any games I have seen, and I have seen it used a few times. Yes. 10th level abilities are supposed to be useful... and one that alters casting times, effectively, is suitable for this class. Intentionally so, I believe. However, it is far from a broken thing. There are others, such as Glyph of Warding. However, that is irrelevant. New abilities are intended to be, you know, new. Not repeats. Most abilities break an existing rule of the game - that is why they are a benefit to the class. Because it allows them to do something nobody else can.Beyond TH, what else are you concerned about? Not what else can be shrunk, but what else is a huge worry for you?Most campaigns do not have two short rests per day, although that was the intent of 5E. This is a solid use - if you have a party of 5 archers. But you can't cast spells through it. The TH "defensive position" gets a lot of discussion, but not a lot of actual play in my experience, and when used, it is not as overwhelming as people expect it to be.Why do you assume a time master was not intended to manipulate casting times? I kind of think that was one of the main intents of giving this to a time wizard - to allow them to manipulate time in multiple ways.</p><p></p><p>Divination wizards can FORCE a FAILED SAVE.</p><p>Enchanters have something akin to UNLIMITED HOLD MONSTER.</p><p>Illusionists can CREATE REALITY at 14th level using 1st level spells. </p><p></p><p>This is a well thought out, useful and interesting ability that helps make the subclass interesting.</p><p></p><p>You're Mystic Theurging all over it.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7975108, member: 2629"] Until the familiar is hit by something, dies, and drops your bead on the floor where an enemy can pick it up... And while this is a strong item, it is not the most popular rare item in D&D according to D&D Beyond stats. The item has not ruined any games I have seen, and I have seen it used a few times. Yes. 10th level abilities are supposed to be useful... and one that alters casting times, effectively, is suitable for this class. Intentionally so, I believe. However, it is far from a broken thing. There are others, such as Glyph of Warding. However, that is irrelevant. New abilities are intended to be, you know, new. Not repeats. Most abilities break an existing rule of the game - that is why they are a benefit to the class. Because it allows them to do something nobody else can.Beyond TH, what else are you concerned about? Not what else can be shrunk, but what else is a huge worry for you?Most campaigns do not have two short rests per day, although that was the intent of 5E. This is a solid use - if you have a party of 5 archers. But you can't cast spells through it. The TH "defensive position" gets a lot of discussion, but not a lot of actual play in my experience, and when used, it is not as overwhelming as people expect it to be.Why do you assume a time master was not intended to manipulate casting times? I kind of think that was one of the main intents of giving this to a time wizard - to allow them to manipulate time in multiple ways. Divination wizards can FORCE a FAILED SAVE. Enchanters have something akin to UNLIMITED HOLD MONSTER. Illusionists can CREATE REALITY at 14th level using 1st level spells. This is a well thought out, useful and interesting ability that helps make the subclass interesting. You're Mystic Theurging all over it. [/QUOTE]
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