Should I give remote Mage Hand cantrip access to my player's Echo Knight?
My player has specifically gone with a sub-optimal Echo Knight 11/Chronurgy Wizard 2 for funsies, so they can have a fighter that feels like she subtle manipulates timelines and space. I love the flavor. Moving into the middle of Tier 3 and going into Tier 4 play, I wanted to give her a niche in the party beyond just combat, because she really loves exploration. She's the only martial in a party of casters, and the disparity is already growing.
I'm toying with the idea of allowing her Echo Avatar ability to use her Light, Mage Hand, and Shape Water cantrips while her consciousness is in the Echo and moving up to 1000 ft. The Echo is not designed to be interacting with objects. I understand this. However, finding traps and exploring is this player's favorite activity, and the flavor of the Echo investigating and pulling levers (and other shenanigans) is off the charts here.
Is this super imbalanced? The characters are rapidly growing into T3 mega-heroes, and soon will end up shaping the world and stuff with huge spells. I just want to give her something fun to do other than the shooty-shoot. It's definitely into homebrew territory here, but I need some perspective on how broken this can get that I'm sure is beyond me at the moment. She hasn't posed this idea yet, I'm just trying to think outside the box a bit. Let me know your thoughts, thanks.
Posted Oct 31, 2022, 5:41 AM UTC · edited
They're already going into T3, so the gloves are coming off anyway. I say let them have some fun bonuses. Sure, you may be signing up for some abuse-able moments, but it's already going to get crazy. Might as well let them have fun at your expense a little bit.
CR goes up to 30. I know of three separate projects that create homebrew 5e stat blocks that collectively go up to CR 50. 53 actually, with the inclusion of an elder god in one I just checked. The party will never be more overpowered than the DM. A little buff to exploration for fun is okay.