Hello, I have a character idea I have in mind, but I would like to compare potential ideas that could work with what is available. To provide a layout of what I have, I'd like to hear what to consider for future levels.
Currently Level 8 Fighter Eldritch Knight, Dragonborn (Gold), Soldier Background
Stats: Str 20 (26), Dex 12, Con 14, Int 16, Wis 12(13), & Cha 10. (Setting power has given me +6 to Str and advantage on Str skills and Death Saving Throws)
Skills: Athletics, Insight, Intimidate, and Survival.
Fighter type: Protection
Ability Improvements taken: +1 to Str & Con, War Caster, Tough
As it stand this is what the basis of what my character has. At this point I'd like to bounce potential ideas down for what to take for him. I mainly considering keeping him fighter, but I will be flexible with multi-classing. The thought of picking up Skilled has crossed my mind (Arcana, Perception, & History) to help the party and to a degree character specific reason for taking it. This character can potentially get up to the higher teens from what our DM has stated, so at best I'm looking at up to level 16.
Should I take feats from here on out? Should I invest in raising a stat? Would Multi-classing be an option? Thoughts?
Guess it be good to fill this out. I'm a gamer at heart. I enjoy video and board games. In the real world, I work in warehousing to help keep me afloat.
Personally I feel the Eldritch Knight works best without multiclassing (again) as it is essential a multiclass character already.
As for feats or ASI? Really depends on your game play I believe, there are some some feats that really round out your Knight but ASI are always ON and Helpful.
You already have War Caster, another feat I really like is Magic Initiate. I usually choose a MI class that gives me a useful cantrip and a healing spell for emergencies.
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Perpetually annoyed that Eldritch Knights can't use Eldritch Blast, Eldritch Smite, and Eldritch Sight.
I agree with Quasimojo : multiclassing doesn't look so good (to me) with an eldritch knight. You really want to go up to 11 for the third attack which provides you with the one thing that makes fighters really stand out (and keep up) in term of damage, and the powerful ability to impose disadvantage on saves from your spells. With a great intelligence like yours, it would be a shame to pass this.
In term of feats, I'll state the obvious and point at "Resilient - Wisdom". Will push you to 14 and gives you the most important save proficiency. But boosting your constitution would never be a bad idea. And taking the skilled feat is a great idea if you just want to help your party with arcana and investigation checks, if no one else does it!
Well, with a stroke of timing and luck we were given an item that had an imbue feature. We were given a choice to have a feat and a language in this item. Chose Celestial and Resilient (wisdom). So this helps out in a long run of things. So at this point, a constitution increase or skilled are looking good for level 8. I'll probably take Mage Slayer at 12th, cause I know casters will be a thing, but RP wise it will be due to him knowing how to mess with casters through his training. I think I might be set.
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Guess it be good to fill this out. I'm a gamer at heart. I enjoy video and board games. In the real world, I work in warehousing to help keep me afloat.
I would also consider Shield Master. Even though you’re likely to be using cantrip attacks from 7-10 there are times you’ll want regular damage (due to resistances/immunities) and the bonus Shove helps you hit on those.
And let’s not forget +2 to dex saves, as well as pseudo evasion.
For my own character I’m even considering Mobile. As a dwarf the extra movement would help me close faster on spellcasters/ranged attackers. It also combos with Booming Blade, since you can attack, move away without the AoO and provoke them into triggering the thunder damage if they try and close the gap.
Other considerations: Lucky (cuz when is that a bad thing to have?) and Tough. At 10th level with your CON you’ll have on average 81 HP. Tough at that point is a 20% increase and another 20 total over the next 10 levels.
because with this you can create your own magic items and most importantly of all, spell scrolls.
another is magic initiate, two cantrips and an extra spell slot, and known wont hurt
a 2nd level spell suggestions (for 8th level) would be
blur
disadvantage on attacks against you
shadow blade
2d8 psychic damage blade with the finnese light and thrown properties, upper level cast givesan extra d8 to a maximum of 5d8 for a 7 spellslot or higher (2d8 PER attack , with modifiers too)
if you get haste at 13th level, you can attack once with your cantrip ,(preferably greenflame blade or booming blade) which just add damage to your regular attack, hasted actio attack and bonus action attack,
you get a spike in dammage as a you lose no attacks
Well, character has survived to hit level 7. Sadly, his HP count was not good (Rolled a 1 for HP, giving me 3 total; Will also update the info above to reflect).
So from what I have decided for the next few levels, I've weighed my options and considered taking Toughness at 8th level (Need the Hit Points and it will help me out in the long run) and at level 12 I'll pick up Skilled (Arcana, Perception, & History). Other Feats I have considered are Mage Slayer, Mobile, and Observant.
I have a list of spells on what I'll pick up.
Cantrip - Shocking Grasp.
1st lv - Burning Hands
2nd lv - Gust of Wind, Arcane Lock or Aganazzar's Scorcher
3rd lv - Counterspell, Erupting Earth, Leomunds Tiny Hut
4th lv - Banishment
Any spell selection - Blur, Feather Fall, and Haste or Dragon's Breath.
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Guess it be good to fill this out. I'm a gamer at heart. I enjoy video and board games. In the real world, I work in warehousing to help keep me afloat.
Just to compare Shocking Grasp to Green-Flame Blade and Booming Blade.
Green-Flame Blade damage from your basic warhammer, assuming all attacks hit. War Magic means you first get the bonus melee attack. 1d8 + 7 (using myself as an example, as I have the Dueling fighting style and max STR). Then your main melee attack from the cantrip 1d8 + 7, and then 1d8 fire damage. You also deal 1d8 + spellcasting ability, in my case 2. So average damage there is 27.5 to target A and 6.5 to target B (assuming another target is in the area). Total of 34 average done.
If no-one in the area, then Booming Blade. 1d8 +7 (war magic), 1d8 +7 main, 1d8 Thunder. And potential trigger of 2d8 more if target moves. Average damage: 27.5 to 36.5
Shocking Grasp: 1d8 +7 (war magic) 2d8 lightning for an average of 20.5 (And possibly a worse chance to hit if your INT is lower than your STR cuz it's a spell attack).
If you're in a situation where you're vulnerable to reactions I suppose it's okay.
Oh and I just looked again at the 1st post. Whatever is giving you that 26th strength makes your guaranteed damage higher. A straight up fighter with a d8 weapon who simply attacks twice, but has a 26th strength, does 2d8 +20. so that's 22 guaranteed, 29 average and 36 max. Lets say some random spell does 5d8 damage, not even with a save. (and no spell of 4th level does this much, though ice storm does 2d8 and 4d6 for a minimum of 6, average of 23, max of 40 and a safe for half) so that random spell does 5 guaranteed, 22.5 average, 40 max. Your fighter's guaranteed hits are as much as their average. Imagine if those hits were with Shadow Blade. 2 attacks @ 2d8 +10. Guaranteed is 24, average is 38 and max is 52!
Okay, I'm rambling, and you're obviously not all about DPS. I can tell you're interested in flavor and character as well.
I was gonna go with Blur, but it's Concentration spell and I couldn't use Shadow Blade at the same time. And the truth is, even with my current AC of 20 (Plate and shield), the bad guys we're fighting have about the same bonuses to hit as I do (+8 at the moment), which means they're hitting on 12 and up. I'd rather have advantage then bestow disadvantage, as it pertains to attacks.
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Hello, I have a character idea I have in mind, but I would like to compare potential ideas that could work with what is available. To provide a layout of what I have, I'd like to hear what to consider for future levels.
Currently Level 8 Fighter Eldritch Knight, Dragonborn (Gold), Soldier Background
Stats: Str 20 (26), Dex 12, Con 14, Int 16, Wis 12(13), & Cha 10. (Setting power has given me +6 to Str and advantage on Str skills and Death Saving Throws)
Skills: Athletics, Insight, Intimidate, and Survival.
Fighter type: Protection
Ability Improvements taken: +1 to Str & Con, War Caster, Tough
As it stand this is what the basis of what my character has. At this point I'd like to bounce potential ideas down for what to take for him. I mainly considering keeping him fighter, but I will be flexible with multi-classing. The thought of picking up Skilled has crossed my mind (Arcana, Perception, & History) to help the party and to a degree character specific reason for taking it. This character can potentially get up to the higher teens from what our DM has stated, so at best I'm looking at up to level 16.
Should I take feats from here on out? Should I invest in raising a stat? Would Multi-classing be an option? Thoughts?
Guess it be good to fill this out. I'm a gamer at heart. I enjoy video and board games. In the real world, I work in warehousing to help keep me afloat.
Personally I feel the Eldritch Knight works best without multiclassing (again) as it is essential a multiclass character already.
As for feats or ASI? Really depends on your game play I believe, there are some some feats that really round out your Knight but ASI are always ON and Helpful.
You already have War Caster, another feat I really like is Magic Initiate. I usually choose a MI class that gives me a useful cantrip and a healing spell for emergencies.
Perpetually annoyed that Eldritch Knights can't use Eldritch Blast, Eldritch Smite, and Eldritch Sight.
Hello !
I agree with Quasimojo : multiclassing doesn't look so good (to me) with an eldritch knight. You really want to go up to 11 for the third attack which provides you with the one thing that makes fighters really stand out (and keep up) in term of damage, and the powerful ability to impose disadvantage on saves from your spells. With a great intelligence like yours, it would be a shame to pass this.
In term of feats, I'll state the obvious and point at "Resilient - Wisdom". Will push you to 14 and gives you the most important save proficiency. But boosting your constitution would never be a bad idea. And taking the skilled feat is a great idea if you just want to help your party with arcana and investigation checks, if no one else does it!
Well, with a stroke of timing and luck we were given an item that had an imbue feature. We were given a choice to have a feat and a language in this item. Chose Celestial and Resilient (wisdom). So this helps out in a long run of things. So at this point, a constitution increase or skilled are looking good for level 8. I'll probably take Mage Slayer at 12th, cause I know casters will be a thing, but RP wise it will be due to him knowing how to mess with casters through his training. I think I might be set.
Guess it be good to fill this out. I'm a gamer at heart. I enjoy video and board games. In the real world, I work in warehousing to help keep me afloat.
I would also consider Shield Master. Even though you’re likely to be using cantrip attacks from 7-10 there are times you’ll want regular damage (due to resistances/immunities) and the bonus Shove helps you hit on those.
And let’s not forget +2 to dex saves, as well as pseudo evasion.
For my own character I’m even considering Mobile. As a dwarf the extra movement would help me close faster on spellcasters/ranged attackers. It also combos with Booming Blade, since you can attack, move away without the AoO and provoke them into triggering the thunder damage if they try and close the gap.
Other considerations: Lucky (cuz when is that a bad thing to have?) and Tough. At 10th level with your CON you’ll have on average 81 HP. Tough at that point is a 20% increase and another 20 total over the next 10 levels.
i say pick up the arcana skill,
because with this you can create your own magic items and most importantly of all, spell scrolls.
another is magic initiate, two cantrips and an extra spell slot, and known wont hurt
a 2nd level spell suggestions (for 8th level) would be
blur
disadvantage on attacks against you
shadow blade
2d8 psychic damage blade with the finnese light and thrown properties, upper level cast givesan extra d8 to a maximum of 5d8 for a 7 spellslot or higher (2d8 PER attack , with modifiers too)
if you get haste at 13th level, you can attack once with your cantrip ,(preferably greenflame blade or booming blade) which just add damage to your regular attack, hasted actio attack and bonus action attack,
you get a spike in dammage as a you lose no attacks
and leaves extra space for multi classing
Well, character has survived to hit level 7. Sadly, his HP count was not good (Rolled a 1 for HP, giving me 3 total; Will also update the info above to reflect).
So from what I have decided for the next few levels, I've weighed my options and considered taking Toughness at 8th level (Need the Hit Points and it will help me out in the long run) and at level 12 I'll pick up Skilled (Arcana, Perception, & History). Other Feats I have considered are Mage Slayer, Mobile, and Observant.
I have a list of spells on what I'll pick up.
Cantrip - Shocking Grasp.
1st lv - Burning Hands
2nd lv - Gust of Wind, Arcane Lock or Aganazzar's Scorcher
3rd lv - Counterspell, Erupting Earth, Leomunds Tiny Hut
4th lv - Banishment
Any spell selection - Blur, Feather Fall, and Haste or Dragon's Breath.
Guess it be good to fill this out. I'm a gamer at heart. I enjoy video and board games. In the real world, I work in warehousing to help keep me afloat.
Just to compare Shocking Grasp to Green-Flame Blade and Booming Blade.
Green-Flame Blade damage from your basic warhammer, assuming all attacks hit. War Magic means you first get the bonus melee attack. 1d8 + 7 (using myself as an example, as I have the Dueling fighting style and max STR). Then your main melee attack from the cantrip 1d8 + 7, and then 1d8 fire damage. You also deal 1d8 + spellcasting ability, in my case 2. So average damage there is 27.5 to target A and 6.5 to target B (assuming another target is in the area). Total of 34 average done.
If no-one in the area, then Booming Blade. 1d8 +7 (war magic), 1d8 +7 main, 1d8 Thunder. And potential trigger of 2d8 more if target moves. Average damage: 27.5 to 36.5
Shocking Grasp: 1d8 +7 (war magic) 2d8 lightning for an average of 20.5 (And possibly a worse chance to hit if your INT is lower than your STR cuz it's a spell attack).
If you're in a situation where you're vulnerable to reactions I suppose it's okay.
Oh and I just looked again at the 1st post. Whatever is giving you that 26th strength makes your guaranteed damage higher. A straight up fighter with a d8 weapon who simply attacks twice, but has a 26th strength, does 2d8 +20. so that's 22 guaranteed, 29 average and 36 max. Lets say some random spell does 5d8 damage, not even with a save. (and no spell of 4th level does this much, though ice storm does 2d8 and 4d6 for a minimum of 6, average of 23, max of 40 and a safe for half) so that random spell does 5 guaranteed, 22.5 average, 40 max. Your fighter's guaranteed hits are as much as their average. Imagine if those hits were with Shadow Blade. 2 attacks @ 2d8 +10. Guaranteed is 24, average is 38 and max is 52!
Okay, I'm rambling, and you're obviously not all about DPS. I can tell you're interested in flavor and character as well.
I was gonna go with Blur, but it's Concentration spell and I couldn't use Shadow Blade at the same time. And the truth is, even with my current AC of 20 (Plate and shield), the bad guys we're fighting have about the same bonuses to hit as I do (+8 at the moment), which means they're hitting on 12 and up. I'd rather have advantage then bestow disadvantage, as it pertains to attacks.