I've been quite enamored with Eldritch Knights lately. Here's an archer build I've been thinking about:
Race: Half-Elf (Drow), dropping skill versatility for Drow Magic
Stat Bonuses (Using Tasha's Stat Changes): +2 Dex, +1 Con, +1 ?
1. Fighting Style: Archery
2.
3.
4. Elven Accuracy (+1 dex)
5.
6. Eldritch Adept (Devil's Sight)
I would then be looking to pick up Sharshooter at level 8 and then maxing out dexterity at level 12 if you get there. You will start with one casting per day of Darkness thanks to drow magic. Next level at 7 take darkness as one of your second level spells.
Darkness + Devil's Sight gives easy access to advantage (while also providing great defense) and then Elven Accuracy takes that advantage to the next level. It's a very strong way to make sure your sharpshooter shots hit. Being at range means you will have an easier time keeping your darkness from interfering with your party. Pick up a +1 bow and some light armor and you're set.
Skills can be customized to your liking, but scouting skills make a lot of sense on someone with Devil's Sight.
I'm also gonna leave a link to a thread I have about a quarterstaff EK build I'm thinking about instead of making a truly gigantic wall of text (and a little shameless plug heh). I've infused it with shamanistic flavor, but that can be stripped away from the mechanics.
sharpshooter. They're referring to sharpshooter and great weapon master, the two best damage feats in the game. You can in fact make a good build without them, but they do make the job much easier.
No, they mean Sharpshooter. That and GWM aren't great choices too early on. The penalty-to-hit would offset most, if not all, of your attack modifier.
Be mindful of your starting funds and stats. If you emphasize Dexterity over Strength and stick to light armor, then Ritual Caster (Wizard) is a good choice. You can use surplus funds to fill out that book.
Magic Initiate (Wizard) is another good choice; regardless of build. The 2 cantrips are a godsend, and the extra 1st-level spell can be from any school. War Caster is good; better if you choose to fight with a weapon and shield.
Avoid higher-level damage spells because they won't scale well. Thunderwave is fine for knockback. Burning Hands or Fire Bolt can set things alight. Once you hit 7th-level and get War Magic, Acid Splash might be pretty good. So would Booming/Green-Flame Blade. Absorb Elements and Shield are solid abjuration picks.
Your free ones should probably have longer durations. Expeditious Retreat is fun. So is Disguise Self, if you have a decent Charisma and/or proficiency in a social skill like Deception.
No, they mean Sharpshooter. That and GWM aren't great choices too early on. The penalty-to-hit would offset most, if not all, of your attack modifier.
While the penalty would offset most of the attack modifier, I do not agree it's a reason to say they aren't great. Rather, if the OP wants their new fighter to focus on DEX, then it would be advised to choose archery fighting style, and that alone would alleviate a good portion of the issue. Starting at lvl 6, the OP also has the choice to include other feats, such as the much-advised PAM, or crossbow expert, or an ASI to their main stat.
Fact of the matter, unless OP has access to a flametongue greatsword, you are mathematically rewarded more often than not for using your GWM/SS boost when possible, and especially more so in the case of SS since base damage with bows is low and you have increased accuracy with archery fighting style.
Since OP is starting with a +1 weapon, and as long as we're assuming a minimum of a +3 modifier in their main stat, they'll be fine for the most part.
Vhuman, with war caster and magic initiate- Wizard
I took Chill Touch (I just really like it), Prestigidation, Mending, Minor Illusion and Fire Bolt for cantrips, +1 rapier for a bonded weapon and a spell focus, shield, defence fighting style and half-plate for weaponry and armour, and the knight background (makes sense for the character). For 1st level spells, I chose Magic Missile, Shield, Alarm, Feather Fall, Absorb Elements and Identify (again, more of an RP choice and since no one in my group remembers to use it). I just want a semi-arcane dude who can fight and knows a few utility spells.
Our DM has no problem with me starting with a high amount of money, since my old character died and he wants me to not lag behind the rest of the gang.
Vhuman, with war caster and magic initiate- Wizard
I took Chill Touch (I just really like it), Prestigidation, Mending, Minor Illusion and Fire Bolt for cantrips, +1 rapier for a bonded weapon and a spell focus, shield, defence fighting style and half-plate for weaponry and armour, and the knight background (makes sense for the character). For 1st level spells, I chose Magic Missile, Shield, Alarm, Feather Fall, Absorb Elements and Identify (again, more of an RP choice and since no one in my group remembers to use it). I just want a semi-arcane dude who can fight and knows a few utility spells.
Our DM has no problem with me starting with a high amount of money, since my old character died and he wants me to not lag behind the rest of the gang.
You're only 6th-level?
I count five cantrips and six 1st-level spells. With your current level and feat selection, you're only allowed four and five, respectively. You'll have to dump one: chosen between Alarm, Feather Fall, and Identify. And your rapier cannot function as a spellcasting focus unless you also have a Ruby of the War Mage.
That's two magic items, plus the pearl needed for Identify, and some very expensive armor. If you're using the suggestions for starting at a higher level in the DMG, you've overspent.
So my previous PC died, and while I have a paladin as a backup, I want to play an arcane caster since I never played one in 5e.
Aiming for the image of a skilled and knowledgeable dude who knows a thing or two about magic, yet prefers to hunt monsters with weapons.
- Starting at level 6.
- Feats are allowed.
- No dragonmarked races, ravnica races, Lizardfolks or Warforged.
- Subclass: Eldritch Knight only.
- Backgrounds: whatever fits the idea above.
- Weapons and armor: Finesse, Strength or Ranged, I am good with it all. I am allowed to have 1 +1 weapon, go wild with armour.
- Spells: Whatever is in the PHB and in Tasha's.
Pronouns: He/Him
I've been quite enamored with Eldritch Knights lately. Here's an archer build I've been thinking about:
Race: Half-Elf (Drow), dropping skill versatility for Drow Magic
Stat Bonuses (Using Tasha's Stat Changes): +2 Dex, +1 Con, +1 ?
1. Fighting Style: Archery
2.
3.
4. Elven Accuracy (+1 dex)
5.
6. Eldritch Adept (Devil's Sight)
I would then be looking to pick up Sharshooter at level 8 and then maxing out dexterity at level 12 if you get there. You will start with one casting per day of Darkness thanks to drow magic. Next level at 7 take darkness as one of your second level spells.
Darkness + Devil's Sight gives easy access to advantage (while also providing great defense) and then Elven Accuracy takes that advantage to the next level. It's a very strong way to make sure your sharpshooter shots hit. Being at range means you will have an easier time keeping your darkness from interfering with your party. Pick up a +1 bow and some light armor and you're set.
Skills can be customized to your liking, but scouting skills make a lot of sense on someone with Devil's Sight.
I'm also gonna leave a link to a thread I have about a quarterstaff EK build I'm thinking about instead of making a truly gigantic wall of text (and a little shameless plug heh). I've infused it with shamanistic flavor, but that can be stripped away from the mechanics.
https://www.dndbeyond.com/forums/class-forums/fighter/92030-quarterstaff-eldritch-knight-a-warrior-shaman
Whatever you do, just make sure to pick up either SS or GWM, and pick it up early, lvl 4 preferably or by 6 the latest.
SS is Spell Sniper, right?
Pronouns: He/Him
sharpshooter. They're referring to sharpshooter and great weapon master, the two best damage feats in the game. You can in fact make a good build without them, but they do make the job much easier.
Here's a more standard melee Eldritch Knight than the quarterstaff build I linked.
Race: Variant Human
1. Fighting Style (Defense), Polearm Master
2.
3.
4. Great Weapon Master / +2 Strength
5.
6. Great Weapon Master/ +2 Strength
Pick up GWM by level 6 and then max out your strength at level 8. Built to smack people silly with a glaive. Simple and effective
No, they mean Sharpshooter. That and GWM aren't great choices too early on. The penalty-to-hit would offset most, if not all, of your attack modifier.
Be mindful of your starting funds and stats. If you emphasize Dexterity over Strength and stick to light armor, then Ritual Caster (Wizard) is a good choice. You can use surplus funds to fill out that book.
Magic Initiate (Wizard) is another good choice; regardless of build. The 2 cantrips are a godsend, and the extra 1st-level spell can be from any school. War Caster is good; better if you choose to fight with a weapon and shield.
Avoid higher-level damage spells because they won't scale well. Thunderwave is fine for knockback. Burning Hands or Fire Bolt can set things alight. Once you hit 7th-level and get War Magic, Acid Splash might be pretty good. So would Booming/Green-Flame Blade. Absorb Elements and Shield are solid abjuration picks.
Your free ones should probably have longer durations. Expeditious Retreat is fun. So is Disguise Self, if you have a decent Charisma and/or proficiency in a social skill like Deception.
While the penalty would offset most of the attack modifier, I do not agree it's a reason to say they aren't great. Rather, if the OP wants their new fighter to focus on DEX, then it would be advised to choose archery fighting style, and that alone would alleviate a good portion of the issue. Starting at lvl 6, the OP also has the choice to include other feats, such as the much-advised PAM, or crossbow expert, or an ASI to their main stat.
Fact of the matter, unless OP has access to a flametongue greatsword, you are mathematically rewarded more often than not for using your GWM/SS boost when possible, and especially more so in the case of SS since base damage with bows is low and you have increased accuracy with archery fighting style.
Since OP is starting with a +1 weapon, and as long as we're assuming a minimum of a +3 modifier in their main stat, they'll be fine for the most part.
My final build is basically this:
Vhuman, with war caster and magic initiate- Wizard
I took Chill Touch (I just really like it), Prestigidation, Mending, Minor Illusion and Fire Bolt for cantrips, +1 rapier for a bonded weapon and a spell focus, shield, defence fighting style and half-plate for weaponry and armour, and the knight background (makes sense for the character). For 1st level spells, I chose Magic Missile, Shield, Alarm, Feather Fall, Absorb Elements and Identify (again, more of an RP choice and since no one in my group remembers to use it). I just want a semi-arcane dude who can fight and knows a few utility spells.
Our DM has no problem with me starting with a high amount of money, since my old character died and he wants me to not lag behind the rest of the gang.
Pronouns: He/Him
You're only 6th-level?
I count five cantrips and six 1st-level spells. With your current level and feat selection, you're only allowed four and five, respectively. You'll have to dump one: chosen between Alarm, Feather Fall, and Identify. And your rapier cannot function as a spellcasting focus unless you also have a Ruby of the War Mage.
That's two magic items, plus the pearl needed for Identify, and some very expensive armor. If you're using the suggestions for starting at a higher level in the DMG, you've overspent.