I have a Warforged EK/11 and I'm feeling it's a bit weak if I put it side-by-side with my team mates. I Really don't know what to do, my DM allowed me recreate it one time, but I still sense a lack of power and lack of dmg.
Can you help me? This if my first time having a lvl 11 character.
The armor your character is wearing is adamantine plate, which grants AC of 18, however the warforged feature integrated protection, when set to "heavy plating" grants AC of 16+proficiency bonus. In your case, this would be AC 20. You'd gain 2 more AC by ditching the armor and setting your integrated protection to heavy plating.
You have three feats on your character: observant, Tough and Fell Handed. It looks like you took these as your ASI (ability score improvement) at levels 4, 6, and 8. Consider that instead of 2 of those feats, you could have +4 strength, granting your character 20 strength. That would translate to +2 to all melee attack rolls and +2 to damage, as well as being better at athletics and any other strength ability check. Increasing stats is generally the number one way to make characters more powerful.
When you attack, consider doing other things rather than just 3 attack rolls to cause damage. You could use the first of those attacks to shove an opponent to knock them prone on the floor. This uses your athletics skill and grants you and others advantage on attacks on the target if you successfully knock them over.
The cantrips Booming Blade or Green-Flame Blade can work well with your class feature War Magic. For example Green-Flame Blade would mean sacrificing one attack to gain 2d8 additional damage on your target and 2d8+2 on a secondary target.
The armor your character is wearing is adamantine plate, which grants AC of 18, however the warforged feature integrated protection, when set to "heavy plating" grants AC of 16+proficiency bonus. In your case, this would be AC 20. You'd gain 2 more AC by ditching the armor and setting your integrated protection to heavy plating.
Changed! My DM said I could use armors like "bodys", so, when I get my +3 armor, I'll have to "change" my body. It means I can keep the special status from armors. So, I still have 20AC and critical immunity because I'm "wearing it.
You have three feats on your character: observant, Tough and Fell Handed. It looks like you took these as your ASI (ability score improvement) at levels 4, 6, and 8. Consider that instead of 2 of those feats, you could have +4 strength, granting your character 20 strength. That would translate to +2 to all melee attack rolls and +2 to damage, as well as being better at athletics and any other strength ability check. Increasing stats is generally the number one way to make characters more powerful.
I forgot the shove rule and was using some kind of combo with True Strike + Fell Handed (True Strike gives me advantage in attacks and Fell Handed allow me prone my enemies if the lower d20 hit, so, with my warmagic, I can cast my cantrip, attack, prone the enemy and help my friends attack with advantage).
Fell Handed gives me +1 to attack and dmg bonus if I'm using axe.
When you attack, consider doing other things rather than just 3 attack rolls to cause damage. You could use the first of those attacks to shove an opponent to knock them prone on the floor. This uses your athletics skill and grants you and others advantage on attacks on the target if you successfully knock them over.
I'm thinking if it's more useful try 3 attacks with +10 to hit or cantrip+attack. EK are debuffers aswell, right? I'm thinking if this is situational.
The cantrips Booming Blade or Green-Flame Blade can work well with your class feature War Magic. For example Green-Flame Blade would mean sacrificing one attack to gain 2d8 additional damage on your target and 2d8+2 on a secondary target.
I strongly suggest ability improvements though, even if you only increase strength.
Just noticed you have your fighting style as Great Weapon Fighting though - if you're fighting with BattleAxe and shield, you may find you're better off with either Duelling style (+2 damage on the battleaxe attacks) or Defense for the additional AC, granting you even more durability.
When you attack, consider doing other things rather than just 3 attack rolls to cause damage. You could use the first of those attacks to shove an opponent to knock them prone on the floor. This uses your athletics skill and grants you and others advantage on attacks on the target if you successfully knock them over.
I'm thinking if it's more useful try 3 attacks with +10 to hit or cantrip+attack. EK are debuffers aswell, right? I'm thinking if this is situational.
If you use your first attack to knock the opponent prone, you have advantage on your other two hits, which increase your chance of getting a crit. Additionally, that cuts the opponent's movement and potentially gives your allies advantage on that opponent as well.
You can also use environment to your advantage. If you're fighting on something higher up, you can Shove an opponent off/towards the edge, for example.
When you attack, consider doing other things rather than just 3 attack rolls to cause damage. You could use the first of those attacks to shove an opponent to knock them prone on the floor. This uses your athletics skill and grants you and others advantage on attacks on the target if you successfully knock them over.
I'm thinking if it's more useful try 3 attacks with +10 to hit or cantrip+attack. EK are debuffers aswell, right? I'm thinking if this is situational.
If you use your first attack to knock the opponent prone, you have advantage on your other two hits, which increase your chance of getting a crit. Additionally, that cuts the opponent's movement and potentially gives your allies advantage on that opponent as well.
You can also use environment to your advantage. If you're fighting on something higher up, you can Shove an opponent off/towards the edge, for example.
Yeah, this is more useful than True Strike + Fell Handed. I'll change it to +4 STR.
Your Eldritch Knight's power will really increase at level 13 when you can cast Fireball. Attack 3 creatures, Action Surge, then Fireball the creatures, with them saving at disadvantage. You can do the same thing with Web, so you might switch out Hold Person for Web.
And at level 14, you can Haste yourself, which is another big power jump.
Since you're using Unearthed Arcana, if you want to shove things prone, you might consider getting the Brawny feat, which will give you expertise in Athletics.
Your Eldritch Knight's power will really increase at level 13 when you can cast Fireball. Attack 3 creatures, Action Surge, then Fireball the creatures, with them saving at disadvantage. You can do the same thing with Web, so you might switch out Hold Person for Web.
And at level 14, you can Haste yourself, which is another big power jump.
Since you're using Unearthed Arcana, if you want to shove things prone, you might consider getting the Brawny feat, which will give you expertise in Athletics.
Hey guys, how are you?
I have a Warforged EK/11 and I'm feeling it's a bit weak if I put it side-by-side with my team mates. I Really don't know what to do, my DM allowed me recreate it one time, but I still sense a lack of power and lack of dmg.
Can you help me? This if my first time having a lvl 11 character.
ddb.ac/characters/7448804/qBJlDR
Thanks <3
Here's a few ideas:
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"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
First: thanks for your help!
Second: Sorr for my bad english.
Changed! My DM said I could use armors like "bodys", so, when I get my +3 armor, I'll have to "change" my body. It means I can keep the special status from armors. So, I still have 20AC and critical immunity because I'm "wearing it.
I forgot the shove rule and was using some kind of combo with True Strike + Fell Handed (True Strike gives me advantage in attacks and Fell Handed allow me prone my enemies if the lower d20 hit, so, with my warmagic, I can cast my cantrip, attack, prone the enemy and help my friends attack with advantage).
Fell Handed gives me +1 to attack and dmg bonus if I'm using axe.
Please, correct me if I'm wrong.
I'm thinking if it's more useful try 3 attacks with +10 to hit or cantrip+attack. EK are debuffers aswell, right? I'm thinking if this is situational.
Yeah. 1d8 + 1d4 + 2d8/2d8+2, looks good.
Sorry, I missed what Fell Handed does. :)
I strongly suggest ability improvements though, even if you only increase strength.
Just noticed you have your fighting style as Great Weapon Fighting though - if you're fighting with BattleAxe and shield, you may find you're better off with either Duelling style (+2 damage on the battleaxe attacks) or Defense for the additional AC, granting you even more durability.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
If you use your first attack to knock the opponent prone, you have advantage on your other two hits, which increase your chance of getting a crit. Additionally, that cuts the opponent's movement and potentially gives your allies advantage on that opponent as well.
You can also use environment to your advantage. If you're fighting on something higher up, you can Shove an opponent off/towards the edge, for example.
Yeah, this is more useful than True Strike + Fell Handed. I'll change it to +4 STR.
Thanks
Your Eldritch Knight's power will really increase at level 13 when you can cast Fireball. Attack 3 creatures, Action Surge, then Fireball the creatures, with them saving at disadvantage. You can do the same thing with Web, so you might switch out Hold Person for Web.
And at level 14, you can Haste yourself, which is another big power jump.
Since you're using Unearthed Arcana, if you want to shove things prone, you might consider getting the Brawny feat, which will give you expertise in Athletics.
My DM gave me a Ring of Haste.
Afterall, I guess I'm using my EK in a way too wrong. I want to deal tons of dmg with him, but he's not made (in RAW) for it.
That ring sounds awesome. Anyway, if you want to do more melee damage, how about the Great Weapon Master, Polearm Master, and Sentinel feats?