i would consider just taking warcaster and magic initiate. multiclassing will will screw you over on damage if you do it at the wrong time. EK is basically a multiclass already, and is much stronger as a melee fighter with buff spells that with damage spells
I play an EK, and I love to play gish style characters like them. Action surge+spells=insane combo potential, and spells/cantrips and attacks in the same turn can deal great damage
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“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
Thank you all for feedback and advice. I will test the Blade Ward and eventually change it. It is planned to be used in tight spots where tanking and damage reduction is more important than dealing damage. I agree that is is the weaker choice as cantrips go, but it fits him as a character.
I have a question about the ED's level 7 War Magic ability. Just started playing recently and a little confused on how bonus actions/reactions work with the ED. So, can I cast my cantrip, attack with my bonus action with War Magic, then cast shield as my reaction should I get attacked following after? I guess the question is, can I use a reaction spell after a bonus action attack? All help would be appreciated.
I have a question about the ED's level 7 War Magic ability. Just started playing recently and a little confused on how bonus actions/reactions work with the ED. So, can I cast my cantrip, attack with my bonus action with War Magic, then cast shield as my reaction should I get attacked following after? I guess the question is, can I use a reaction spell after a bonus action attack? All help would be appreciated.
Yes. You would still be able to cast shield as a reaction if you cast a cantrip as your action and attacked as a bonus action. So you can booming blade action, melee attack bonus action and shield on a reaction if you are attacked. The only rule is when you cast a spell with a cast time of a 1 bonus action, then you are limited to cantrips with a cast time of 1 action for the rest of your turn.
It is more versatile compared to the other fighter archetypes. Action surge + spellcasting is quite interesting and powerful if it is used well.
Just getting into 5E after the better part of 2 decades in 3.5/Pathfinder, but something I've been meaning to ask.
Action Surge states you get one 'additional action'. A Spell is considered an Action. Does that mean a Eldritch Knight could, in theory, cast a Fireball, the use Action Surge, and cast Fireball again? Because that sounds hilarious, even if it is a 'once per day' event that basically saps your character of their most important spell-slots.
It gets even more fun than that. At 18th level you could cast fireball, run in 30ft and attack with a bonus action then invoke action surge, teleport back 30ft and cast fireball again.
EK is slowly becoming my favorite fighter subclass.
I'm starting my EK on Sunday. I wanted to get feedback on a Homebrew magic weapon. I came up with the idea, and my DM wrote the description and mechanics, I just wanted to get thoughts on improving/simplifying use, and if it's balanced. (If this is better suited to it's own post, please let me know, my first time posting in these forums).
Essentially, it allows my PAM EK to use Polearm Mastery's bonus attack to cast Thunderwave rather than the d4 bludgeoning. It has very limited charges, and my bonus action already has a fair amount competing for it with War Magic etc, which I think helps to balance/prevent abusive spamming.
My DM seemed concerned about it after learning about Eldritch Strike. I personally don't think it's OP, and it seems in line with the EK class. My save DC is going to be pretty low, as INT is my fourth-highest stat. I've planned to use spells without saves for the most part. To alleviate his concern, though, I suggested that the Glaive cast the spell, not I, thus not provoking Eldritch Strike.
I'm not sure when I get the glaive, and we're starting from lvl 1.
Does that seem balanced? Are there any interactions I'm not foreseeing that will break the game? Is this somehow going to screw action economy or destroy some D&D conventions I'm unaware of?
I'm starting my EK on Sunday. I wanted to get feedback on a Homebrew magic weapon. I came up with the idea, and my DM wrote the description and mechanics, I just wanted to get thoughts on improving/simplifying use, and if it's balanced. (If this is better suited to it's own post, please let me know, my first time posting in these forums).
Essentially, it allows my PAM EK to use Polearm Mastery's bonus attack to cast Thunderwave rather than the d4 bludgeoning. It has very limited charges, and my bonus action already has a fair amount competing for it with War Magic etc, which I think helps to balance/prevent abusive spamming.
My DM seemed concerned about it after learning about Eldritch Strike. I personally don't think it's OP, and it seems in line with the EK class. My save DC is going to be pretty low, as INT is my fourth-highest stat. I've planned to use spells without saves for the most part. To alleviate his concern, though, I suggested that the Glaive cast the spell, not I, thus not provoking Eldritch Strike.
I'm not sure when I get the glaive, and we're starting from lvl 1.
Does that seem balanced? Are there any interactions I'm not foreseeing that will break the game? Is this somehow going to screw action economy or destroy some D&D conventions I'm unaware of?
Yeah, pass on the recharges a charge with a short rest.
I would honestly say for something like that only get 1d3-1 charges per long rest (0-2). Choose wisely when to use it, you know not when it will be available again. If you wanted an alternative method of recharging perhaps give it a chance to pick up a charge from being struck with lightning type attacks or something.
If you want to have your recharge 1 with short rest and all 3 with a long rest, I would tone down the spell and make it the cantrip Thunderclap. You are still getting it as a bonus action, well before your Eldritch knight would have access to that feature. I guess a good question is what level are you starting out at? That may change my opinion.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I'm starting my EK on Sunday. I wanted to get feedback on a Homebrew magic weapon. I came up with the idea, and my DM wrote the description and mechanics, I just wanted to get thoughts on improving/simplifying use, and if it's balanced. (If this is better suited to it's own post, please let me know, my first time posting in these forums).
Essentially, it allows my PAM EK to use Polearm Mastery's bonus attack to cast Thunderwave rather than the d4 bludgeoning. It has very limited charges, and my bonus action already has a fair amount competing for it with War Magic etc, which I think helps to balance/prevent abusive spamming.
My DM seemed concerned about it after learning about Eldritch Strike. I personally don't think it's OP, and it seems in line with the EK class. My save DC is going to be pretty low, as INT is my fourth-highest stat. I've planned to use spells without saves for the most part. To alleviate his concern, though, I suggested that the Glaive cast the spell, not I, thus not provoking Eldritch Strike.
I'm not sure when I get the glaive, and we're starting from lvl 1.
Does that seem balanced? Are there any interactions I'm not foreseeing that will break the game? Is this somehow going to screw action economy or destroy some D&D conventions I'm unaware of?
He said level one
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“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
Starting at level 1. Though I won't have the glaive at the start. I don't know when, but if I had to guess we won't be getting magic goodies until maybe 5-10.
I thought the short rest part was weird too, but my DM wrote it, I didn't ask anything about how to charge it.
I'm a bit disappointed that people dont give the eldritch knight the love it deserves honestly, glad to see some peeps that do it justice
Thing is, people forget that the eldritch knight is a fighter first, with some spells to boost them
They have a LOT of potential, people talk about choice a lot with the battlemaster, but they overlook the eldritch knight! Hard to beat this kind of choice
To go in to the potential of an eldritch knight, you have good armor, con saves, and actionsurge , it's insane how much you can do
Go strenght be a melee monster and an insurmountable tank, whi cares if you have that 8 dex, you have a d10 hit die,and absorb element, that dragons breaths not a problem
Losing concentration is very dificult, they have to get through your armor, likely shield or absorb elements to reach your decent to great con, con save proficiently, and later on warcaster if you can
You get cantrips which are great to improve your utility, grabbing something versatile like minor illusion, or more combat focused like booming blade or chill touch, it's really open ended and customizable
The spells are few, but character defining, sure theres some picks that seem obvious but why limit yourself to them!
You can easily fix the spell school selection thing in your backstory, if it even is a problem, your noble eldritch knight would definitely pick up more social magic, divinations because knowing is power, you can rid the spell school restriction and have a perfectly fine eldritch knight, hell I encourage it!
Action surging 2 spells is always great, and the eldritch knight does it best, 2 thunderwaves to blast your enemies away, to slow the force of a giant boulder by countering its momentum
The eldritch knight does what the other fighters cant, the samurai cant cast charm person, the battlemaster doesnt have areas of effects to use for facing down a hoard of enemies, they cant summon instant cover and cause confusion with fog cloud,
the eldrich knight is only as good as you make it, with the right spells and some clever use of those spells, you can make it rather far.
recommended strategies include: having an familiar that uses the help action to help you in combat, using hold person to grantee all attacks that land are critical hit against the bbeg, using arcane lock to make nets that refuse to break, having glyph of warding or counterspell can be good in general, but do not synnergise well with the features.
Dnd is about having fun, not about how viable things are however. If you thing you can make an good character from the mechanics of this subclass, go for it, there is nothing stopping you.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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I used a Lightning Javelin with my EK
i would consider just taking warcaster and magic initiate. multiclassing will will screw you over on damage if you do it at the wrong time. EK is basically a multiclass already, and is much stronger as a melee fighter with buff spells that with damage spells
I mostly used my spell slots for either buffs or smites, I was mc as paladin
I play an EK, and I love to play gish style characters like them. Action surge+spells=insane combo potential, and spells/cantrips and attacks in the same turn can deal great damage
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
Thank you all for feedback and advice. I will test the Blade Ward and eventually change it. It is planned to be used in tight spots where tanking and damage reduction is more important than dealing damage. I agree that is is the weaker choice as cantrips go, but it fits him as a character.
I have a question about the ED's level 7 War Magic ability. Just started playing recently and a little confused on how bonus actions/reactions work with the ED. So, can I cast my cantrip, attack with my bonus action with War Magic, then cast shield as my reaction should I get attacked following after? I guess the question is, can I use a reaction spell after a bonus action attack? All help would be appreciated.
Yes. You would still be able to cast shield as a reaction if you cast a cantrip as your action and attacked as a bonus action. So you can booming blade action, melee attack bonus action and shield on a reaction if you are attacked. The only rule is when you cast a spell with a cast time of a 1 bonus action, then you are limited to cantrips with a cast time of 1 action for the rest of your turn.
Awesome, thank you!
Just getting into 5E after the better part of 2 decades in 3.5/Pathfinder, but something I've been meaning to ask.
Action Surge states you get one 'additional action'. A Spell is considered an Action. Does that mean a Eldritch Knight could, in theory, cast a Fireball, the use Action Surge, and cast Fireball again? Because that sounds hilarious, even if it is a 'once per day' event that basically saps your character of their most important spell-slots.
You can do that. Action Surge doesn't put any limits on its extra action.
Just remember that if you cast a bonus action spell, your other spells that turn have to be cantrips with a casting time of 1 action.
It gets even more fun than that. At 18th level you could cast fireball, run in 30ft and attack with a bonus action then invoke action surge, teleport back 30ft and cast fireball again.
EK is slowly becoming my favorite fighter subclass.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I'm starting my EK on Sunday. I wanted to get feedback on a Homebrew magic weapon. I came up with the idea, and my DM wrote the description and mechanics, I just wanted to get thoughts on improving/simplifying use, and if it's balanced. (If this is better suited to it's own post, please let me know, my first time posting in these forums).
https://www.dndbeyond.com/magic-items/947033-valkurs-burgrender
Essentially, it allows my PAM EK to use Polearm Mastery's bonus attack to cast Thunderwave rather than the d4 bludgeoning. It has very limited charges, and my bonus action already has a fair amount competing for it with War Magic etc, which I think helps to balance/prevent abusive spamming.
My DM seemed concerned about it after learning about Eldritch Strike. I personally don't think it's OP, and it seems in line with the EK class. My save DC is going to be pretty low, as INT is my fourth-highest stat. I've planned to use spells without saves for the most part. To alleviate his concern, though, I suggested that the Glaive cast the spell, not I, thus not provoking Eldritch Strike.
I'm not sure when I get the glaive, and we're starting from lvl 1.
Does that seem balanced? Are there any interactions I'm not foreseeing that will break the game? Is this somehow going to screw action economy or destroy some D&D conventions I'm unaware of?
Yeah, pass on the recharges a charge with a short rest.
I would honestly say for something like that only get 1d3-1 charges per long rest (0-2). Choose wisely when to use it, you know not when it will be available again. If you wanted an alternative method of recharging perhaps give it a chance to pick up a charge from being struck with lightning type attacks or something.
If you want to have your recharge 1 with short rest and all 3 with a long rest, I would tone down the spell and make it the cantrip Thunderclap. You are still getting it as a bonus action, well before your Eldritch knight would have access to that feature. I guess a good question is what level are you starting out at? That may change my opinion.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
He said level one
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
Starting at level 1. Though I won't have the glaive at the start. I don't know when, but if I had to guess we won't be getting magic goodies until maybe 5-10.
I thought the short rest part was weird too, but my DM wrote it, I didn't ask anything about how to charge it.
I'm a bit disappointed that people dont give the eldritch knight the love it deserves honestly, glad to see some peeps that do it justice
Thing is, people forget that the eldritch knight is a fighter first, with some spells to boost them
They have a LOT of potential, people talk about choice a lot with the battlemaster, but they overlook the eldritch knight! Hard to beat this kind of choice
To go in to the potential of an eldritch knight, you have good armor, con saves, and actionsurge , it's insane how much you can do
Go strenght be a melee monster and an insurmountable tank, whi cares if you have that 8 dex, you have a d10 hit die,and absorb element, that dragons breaths not a problem
Losing concentration is very dificult, they have to get through your armor, likely shield or absorb elements to reach your decent to great con, con save proficiently, and later on warcaster if you can
You get cantrips which are great to improve your utility, grabbing something versatile like minor illusion, or more combat focused like booming blade or chill touch, it's really open ended and customizable
The spells are few, but character defining, sure theres some picks that seem obvious but why limit yourself to them!
You can easily fix the spell school selection thing in your backstory, if it even is a problem, your noble eldritch knight would definitely pick up more social magic, divinations because knowing is power, you can rid the spell school restriction and have a perfectly fine eldritch knight, hell I encourage it!
Action surging 2 spells is always great, and the eldritch knight does it best, 2 thunderwaves to blast your enemies away, to slow the force of a giant boulder by countering its momentum
The eldritch knight does what the other fighters cant, the samurai cant cast charm person, the battlemaster doesnt have areas of effects to use for facing down a hoard of enemies, they cant summon instant cover and cause confusion with fog cloud,
All this, and we havent breached level 5.
Eldritch Knights are awesome.
Also, fun fact that a lot of people dont consider
Make an eldritch knight, criminal background,
Main con is selling their sword, traveling a distance away and summoning it back
Another idea is to make it so it has a secret compartment with thieves tools or whatever they need if they are captured
Another good bond is with a javelin of lightning for your second weapon bond :)
That would be one pretty penny gained if you sold it, if you need it back just bonus action, get it back, free money!
Better scopenout the place, might have a bag of holding or something
the eldrich knight is only as good as you make it, with the right spells and some clever use of those spells, you can make it rather far.
recommended strategies include: having an familiar that uses the help action to help you in combat, using hold person to grantee all attacks that land are critical hit against the bbeg, using arcane lock to make nets that refuse to break, having glyph of warding or counterspell can be good in general, but do not synnergise well with the features.
Dnd is about having fun, not about how viable things are however. If you thing you can make an good character from the mechanics of this subclass, go for it, there is nothing stopping you.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes