Should I give remote Mage Hand cantrip access to my player's Echo Knight?

Need Advice: Other

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

94
Teckn1ck94•

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.

7
Mikesully52•

Personally I'm all for it. It's those sorts of things that end up allowing us as DMs to challenge ourselves.

5
Spellcheck-Gaming•

You’re already moving into T3, chances are things are already beginning to lose their balance anyway, so why not allow your player to shine, heading into the final portions of the campaign?

3
x57z12•

From someone who's allowed a shadow monk to teleport through any shadow big enough to fit him rather than 'just' low light areas - go for it. I was worried about mine making the monk 'too strong' and in a way it did make him a bit stronger but honestly that was and still is completely irrelevant compared to how much more he enjoys the monk now and to just how much more he actually feels like he is a shadow hopping monk rather than an awkward martial with spacial inconsistencies.

I've done similiar changes with other classes and with each and every one of those the pure joy and deeper immersion the players got from being able to play their fantasy was worth any and all (mostly minute) headache I got from the consequences.

3