So I haven't played D&D all that much but I've been doing my homework and learning as best as I've can and I noticed that the eldritch knight which is cool from a mental perspective has some flaws 1. when you build a fighter the main attribute focus is STR or DEX and CON but with EK you also need INT for spell save throws meaning your attributes are spread thin. 2. by the time you have 4th level spells other magic users will practically be warping the fabric of reality ( which really isn't a big deal in my opinion) 3. EK mostly use abjuration and evocation which can cause some limitations (which can be changed by talking with dm). and the Psi warrior is another cool one but I've noticed it is not very popular among the community so my idea is to fuse the 2 create a fighter that had kinetic abilities like an esper (or like Deku or jack jack from the Incredibles) and that the dc save throw would be determined by the fighters main attributes allowing you to focus on the 3 the abilities would basically be near identical to spells but can be named different or be different altogether if preferred the abilities would primarily compliment the fighters physical prowess with a few ranged and AoE abilities etc.
So what do you guys think I am willing to take creative criticism as it will help me greatly.
So I haven't played D&D all that much but I've been doing my homework and learning as best as I've can and I noticed that the eldritch knight which is cool from a mental perspective has some flaws 1. when you build a fighter the main attribute focus is STR or DEX and CON but with EK you also need INT for spell save throws meaning your attributes are spread thin. 2. by the time you have 4th level spells other magic users will practically be warping the fabric of reality ( which really isn't a big deal in my opinion) 3. EK mostly use abjuration and evocation which can cause some limitations (which can be changed by talking with dm). and the Psi warrior is another cool one but I've noticed it is not very popular among the community so my idea is to fuse the 2 create a fighter that had kinetic abilities like an esper (or like Deku or jack jack from the Incredibles) and that the dc save throw would be determined by the fighters main attributes allowing you to focus on the 3 the abilities would basically be near identical to spells but can be named different or be different altogether if preferred the abilities would primarily compliment the fighters physical prowess with a few ranged and AoE abilities etc.
So what do you guys think I am willing to take creative criticism as it will help me greatly.
If you are not rolling stats I think in general most fighter builds are good in Strength OR Dexterity. Usually single-class Fighters using point buy or standard array make one of these the highest stat and make the other an 8. There are some people who like to play stealthy melee fighters who go for a 14 dex but it is not very many IME. The ranged guys boost dexterity and rely on medium or light armor, the melee guys go strength and heavy armor.
In a combat-focused game most players go STR/CON/INT for EKs in that order. With EKs focusing a lot on abjurations the intelligence is not that important, although they get evocations, they don't have high enough slots or enough total slots to be effective as an offensive caster. Unless you are fighting a densely packed horde, casting Fireball at 13th level is kind of underwhelming when you could attack 3 times (or attack once and throw a 3d6 sword burst for no slot at all) and even if you are fighting a horde you might want to consider Haste or action surge and blur instead.
A lot times offensive spell slots are used to make ranged attacks before you get to melee. If the enemy is far away throw a scorching ray or magic missile in there on the first turn as you close. Better than hurling a javelin. They also often have ranged cantrips. With a 14 intelligence they can be combined fairly effectively with a crappy ranged attack and do ok damage.
That said, an 8 int EK is still doable. Fill up with defensive and buff spells - Absorb Elements, Shield, Blur, protection from evil and good, Silvery Barbs, Haste, counterspell ....
I think that kind of covers how most people do it. When I play an EK (or any character really) I typically don't run higher than a 12 CON so I can boost Intelligence to 16 and still have a decent Wisdom and Charisma. Most people do not do that, but I like to play fighters that are good out of combat. So on point buy my EK is typically going to be a half elf with 6 proficiencies and scores something like S16/D8/C12/I16/W12/CH13 then boost CH to 14 with Fey Touched at level 4 and pick up either silvery barbs or hex.
ECMO3 covered a lot of the practical stuff. Just from a game balance side, an EK not having the spells of a pure caster is really a feature, not a bug. If they were as good at casting as a wizard, and could wear heavy armor, and be great in melee, no one would play a wizard anymore. There has to be trade offs.
I’ll also note, that a really good warrior/wizard, commonly called a gish, is something the community has wanted since the beginning of this edition, so you’re not alone in finding an EK lackluster. There’s basically EK, which is a fighter who can throw around some spells, or bladesinger wizards, who are basically wizards who can do a bit of melee. But both end up defaulting to their base class for most of what they do. So far, there’s really been no option that really has a character equally comfortable at both fighting and casting (though there are actually some cleric domains that do a pretty good job.)
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So I haven't played D&D all that much but I've been doing my homework and learning as best as I've can and I noticed that the eldritch knight which is cool from a mental perspective has some flaws 1. when you build a fighter the main attribute focus is STR or DEX and CON but with EK you also need INT for spell save throws meaning your attributes are spread thin. 2. by the time you have 4th level spells other magic users will practically be warping the fabric of reality ( which really isn't a big deal in my opinion) 3. EK mostly use abjuration and evocation which can cause some limitations (which can be changed by talking with dm). and the Psi warrior is another cool one but I've noticed it is not very popular among the community so my idea is to fuse the 2 create a fighter that had kinetic abilities like an esper (or like Deku or jack jack from the Incredibles) and that the dc save throw would be determined by the fighters main attributes allowing you to focus on the 3 the abilities would basically be near identical to spells but can be named different or be different altogether if preferred the abilities would primarily compliment the fighters physical prowess with a few ranged and AoE abilities etc.
So what do you guys think I am willing to take creative criticism as it will help me greatly.
If you are not rolling stats I think in general most fighter builds are good in Strength OR Dexterity. Usually single-class Fighters using point buy or standard array make one of these the highest stat and make the other an 8. There are some people who like to play stealthy melee fighters who go for a 14 dex but it is not very many IME. The ranged guys boost dexterity and rely on medium or light armor, the melee guys go strength and heavy armor.
In a combat-focused game most players go STR/CON/INT for EKs in that order. With EKs focusing a lot on abjurations the intelligence is not that important, although they get evocations, they don't have high enough slots or enough total slots to be effective as an offensive caster. Unless you are fighting a densely packed horde, casting Fireball at 13th level is kind of underwhelming when you could attack 3 times (or attack once and throw a 3d6 sword burst for no slot at all) and even if you are fighting a horde you might want to consider Haste or action surge and blur instead.
A lot times offensive spell slots are used to make ranged attacks before you get to melee. If the enemy is far away throw a scorching ray or magic missile in there on the first turn as you close. Better than hurling a javelin. They also often have ranged cantrips. With a 14 intelligence they can be combined fairly effectively with a crappy ranged attack and do ok damage.
That said, an 8 int EK is still doable. Fill up with defensive and buff spells - Absorb Elements, Shield, Blur, protection from evil and good, Silvery Barbs, Haste, counterspell ....
I think that kind of covers how most people do it. When I play an EK (or any character really) I typically don't run higher than a 12 CON so I can boost Intelligence to 16 and still have a decent Wisdom and Charisma. Most people do not do that, but I like to play fighters that are good out of combat. So on point buy my EK is typically going to be a half elf with 6 proficiencies and scores something like S16/D8/C12/I16/W12/CH13 then boost CH to 14 with Fey Touched at level 4 and pick up either silvery barbs or hex.
ECMO3 covered a lot of the practical stuff. Just from a game balance side, an EK not having the spells of a pure caster is really a feature, not a bug. If they were as good at casting as a wizard, and could wear heavy armor, and be great in melee, no one would play a wizard anymore. There has to be trade offs.
I’ll also note, that a really good warrior/wizard, commonly called a gish, is something the community has wanted since the beginning of this edition, so you’re not alone in finding an EK lackluster. There’s basically EK, which is a fighter who can throw around some spells, or bladesinger wizards, who are basically wizards who can do a bit of melee. But both end up defaulting to their base class for most of what they do. So far, there’s really been no option that really has a character equally comfortable at both fighting and casting (though there are actually some cleric domains that do a pretty good job.)