Hi guys, this is a concept im toying with for my next game. Its going to be a Ronin (Samurai without a Lord) build off an Eldritch Knight and Wizard combo. This build is for Adventurers League (Hence the needing Magic Initiate Feat for Absorb Elements sadly).
Backstory
Long story short, This character was taken as a ward by a Lord because his noble parents owed a debt, The character was charged as a Yojimbo (bodyguard) in his teen years to the Lords son then eventually was trained to be a Samurai to serve the son. The son treated him kindly and the two were friends. Eventually the Lord (son) was slain by a mage due to the Samurai not having the ability to combat a mage. The Saumrai then became a Ronin and left the Eastern Lands vowing to train to better his skills in combatting mages, finding a new Lord to serve and only returning home to his parents when he feels he has regain his honor.
Ronin (Samurai) Mage Killer
Str 16 Dex 13 Con 16 Int 19 Wis 10 Cha 10
Human (Variant)
+1 STR +1 Con
Feat: Mage slayer
Skill: Arcana
Background- Knight (Samurai)
Skill: History, Persuasion
Language: High Shou (not sure if this is covered in Common?)
Tool: Gaming Set (Dice)
Starting Equipment- Headband of Intellect, Chain mail (Change to Plate), Longsword or Greatsword, Shortsword, Longbow
Level Breakdown
Fighter 1 - Athletics, Perception, Second Wind, Fighting Style (Defense)
Fighter 2 - Action Surge
Fighter 3 – Martial Archetype (Eldritch Knight), Spellcasting, Weapon Bond
Fighter 4 – Feat (Magic Initiate)
Wizard 1 – Spellcasting, Arcane Recovery
Wizard 2 – Arcane Tradition (Divination), Portent
Fighter 5 – Extra Attack
Fighter 6 - +2 STR
Fighter 7 – War Magic
Fighter 8 – Feat (Resilience: Dexterity)
Fighter 9 – Indominatable
Fighter 10 – Eldritch Strike
Fighter 11 – Extra Attack (2)
Fighter 12 - +2 STR
Fighter 13 – Indominatable (2)
Fighter 14 - +2 Con
Fighter 15 – Arcane Charge
Fighter 16 - +2 Con
Fighter 17 – Action Surge (3), Indominatable (3)
Fighter 18 – Improved War Magic
Important Spells – Green Fire Blade, Booming Blade, Absorb Elements, Counterspell, Shield, Hold Person
Just so we are clear, I assume you found the headband, you don't really get to just pick starting magical equipment. Also I don't believe any NPCs in the AL modules or Hardcovers specifically know High Shou so it would effectively be a language you could only use to communicate with creatures that can speak all languages.
As for building, you might consider delaying your wizard levels until after fighter 5, else you are going 2 entire levels missing potentially half of your attacks.
If you are not going to get Heavy Weapon Master, then you should get a longsword rather than a greatsword, as a d10 vs 2d6 isn't a huge penalty compared to the versatility of being able to use a shield or not. (In late game a +2/3 shield will have a profound effect on your AC).
You also might consider replacing one of the +2 con with warcaster(casting booming blade as a target triggers OA is very powerful), or sentinel (for more control), or Great Weapon master(for more damage) if you decide greatsword. Also might consider Lucky instead of one of the +2 con because its very powerful.
I would consider if the Portent and extra cantrips /spell slots from wizard are really worth it for you, also remember that you need 13 int naturally (before your headband) in order to multiclass into wizard, it looks like you are setting your INT to 8 and using the headband to fix it, which is ok, but doesn't allow multiclassing into wizard.
Just so we are clear, I assume you found the headband, you don't really get to just pick starting magical equipment. Also I don't believe any NPCs in the AL modules or Hardcovers specifically know High Shou so it would effectively be a language you could only use to communicate with creatures that can speak all languages.
As for building, you might consider delaying your wizard levels until after fighter 5, else you are going 2 entire levels missing potentially half of your attacks.
If you are not going to get Heavy Weapon Master, then you should get a longsword rather than a greatsword, as a d10 vs 2d6 isn't a huge penalty compared to the versatility of being able to use a shield or not. (In late game a +2/3 shield will have a profound effect on your AC).
You also might consider replacing one of the +2 con with warcaster(casting booming blade as a target triggers OA is very powerful), or sentinel (for more control), or Great Weapon master(for more damage) if you decide greatsword. Also might consider Lucky instead of one of the +2 con because its very powerful.
I would consider if the Portent and extra cantrips /spell slots from wizard are really worth it for you, also remember that you need 13 int naturally (before your headband) in order to multiclass into wizard, it looks like you are setting your INT to 8 and using the headband to fix it, which is ok, but doesn't allow multiclassing into wizard.
Well there is no rule on using headband to multiclass, its depending on the DM and the DMs in my area allow it. Also the Headband is a DM reward. I am not planning on every using a shield on this guy either. I debated warcaster and really cant decide if I want it or not :-/ same thing about the wizard levels
Just so we are clear, I assume you found the headband, you don't really get to just pick starting magical equipment. Also I don't believe any NPCs in the AL modules or Hardcovers specifically know High Shou so it would effectively be a language you could only use to communicate with creatures that can speak all languages.
As for building, you might consider delaying your wizard levels until after fighter 5, else you are going 2 entire levels missing potentially half of your attacks.
If you are not going to get Heavy Weapon Master, then you should get a longsword rather than a greatsword, as a d10 vs 2d6 isn't a huge penalty compared to the versatility of being able to use a shield or not. (In late game a +2/3 shield will have a profound effect on your AC).
You also might consider replacing one of the +2 con with warcaster(casting booming blade as a target triggers OA is very powerful), or sentinel (for more control), or Great Weapon master(for more damage) if you decide greatsword. Also might consider Lucky instead of one of the +2 con because its very powerful.
I would consider if the Portent and extra cantrips /spell slots from wizard are really worth it for you, also remember that you need 13 int naturally (before your headband) in order to multiclass into wizard, it looks like you are setting your INT to 8 and using the headband to fix it, which is ok, but doesn't allow multiclassing into wizard.
Well there is no rule on using headband to multiclass, its depending on the DM and the DMs in my area allow it. Also the Headband is a DM reward. I am not planning on every using a shield on this guy either. I debated warcaster and really cant decide if I want it or not :-/ same thing about the wizard levels
There isn't a steadfast rule for it. But I'd argue that you couldn't multiclass in Wizard if you didn't have a "natural" 13 intelligence. The multiclassing text does infer "natural aptitude". Chat with your DM. They might allow it.
As for your build, I think you have a great start! However, I have two questions for you. Do you really want to do Dexterity over Wisdom? And do you need both Green Flame and Booming Blade? Would another cantrip like fire bolt, mending, or blade ward be worthwhile?
Just so we are clear, I assume you found the headband, you don't really get to just pick starting magical equipment. Also I don't believe any NPCs in the AL modules or Hardcovers specifically know High Shou so it would effectively be a language you could only use to communicate with creatures that can speak all languages.
As for building, you might consider delaying your wizard levels until after fighter 5, else you are going 2 entire levels missing potentially half of your attacks.
If you are not going to get Heavy Weapon Master, then you should get a longsword rather than a greatsword, as a d10 vs 2d6 isn't a huge penalty compared to the versatility of being able to use a shield or not. (In late game a +2/3 shield will have a profound effect on your AC).
You also might consider replacing one of the +2 con with warcaster(casting booming blade as a target triggers OA is very powerful), or sentinel (for more control), or Great Weapon master(for more damage) if you decide greatsword. Also might consider Lucky instead of one of the +2 con because its very powerful.
I would consider if the Portent and extra cantrips /spell slots from wizard are really worth it for you, also remember that you need 13 int naturally (before your headband) in order to multiclass into wizard, it looks like you are setting your INT to 8 and using the headband to fix it, which is ok, but doesn't allow multiclassing into wizard.
Well there is no rule on using headband to multiclass, its depending on the DM and the DMs in my area allow it. Also the Headband is a DM reward. I am not planning on every using a shield on this guy either. I debated warcaster and really cant decide if I want it or not :-/ same thing about the wizard levels
There isn't a steadfast rule for it. But I'd argue that you couldn't multiclass in Wizard if you didn't have a "natural" 13 intelligence. The multiclassing text does infer "natural aptitude". Chat with your DM. They might allow it.
As for your build, I think you have a great start! However, I have two questions for you. Do you really want to do Dexterity over Wisdom? And do you need both Green Flame and Booming Blade? Would another cantrip like fire bolt, mending, or blade ward be worthwhile?
Well i have plenty of room for cantrips thanks to Magic Initiate feat. I hsve been seriously debating dropping Wizard levels all together and going full EK instead. Ill think about dex vs wis
Well there is no rule on using headband to multiclass, its depending on the DM and the DMs in my area allow it. Also the Headband is a DM reward. I am not planning on every using a shield on this guy either. I debated warcaster and really cant decide if I want it or not :-/ same thing about the wizard levels
There isn't a steadfast rule for it. But I'd argue that you couldn't multiclass in Wizard if you didn't have a "natural" 13 intelligence. The multiclassing text does infer "natural aptitude". Chat with your DM. They might allow it.
I wouldn't "chat with your DM", because DMs can vary in AL play. Use the most restrictive interpretation - get the natural INT 13.
Hi dude, I know this thread is long since over, but I just wanted to ask a question about your EK, you took Absorb Elements and Green Flame Balde. I assume that you know they are from two different sources, and the AL rule against that, which is why I assume you mentioned Magic Initiate. My question is how does Magic Initiate effect the PHB + 1 rule? Is there something about it in the AL rules?
Hi dude, I know this thread is long since over, but I just wanted to ask a question about your EK, you took Absorb Elements and Green Flame Balde. I assume that you know they are from two different sources, and the AL rule against that, which is why I assume you mentioned Magic Initiate. My question is how does Magic Initiate effect the PHB + 1 rule? Is there something about it in the AL rules?
This thread is so old, I don't know that the OP will notice it.
Anyway, you can't pick any spells from any features that are not part of your +1. Wizards, who can scribe spells, DO have the option to purchase a spell scroll from any source and copy it into their spell book. Wizards can also copy spells from sources found during play. However, cantrips aren't copied in this way so you can't pick a cantrip from outside your +1 through any mechanism I am aware of including Magic Initiate. At least that is how I understand it to work.
The OP had other character build issues, the main one being that as far as I know you need a natural int score of 13+ to multiclass. Temporary stat increases due to magic aren't sufficient for multiclassing.
From the Sage Advice compendium:
"Would a temporary stat bump fulfill a multiclass prerequisite, or does the base score have to meet the requirement? Your base score, not a temporary score, has to meet a multiclassing prerequisite."
So, in AL, you must have a base 13 stat to multiclass. This isn't a DM call in AL since the rule is spelled out in the official Sage Advice errata.
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Hi guys, this is a concept im toying with for my next game. Its going to be a Ronin (Samurai without a Lord) build off an Eldritch Knight and Wizard combo. This build is for Adventurers League (Hence the needing Magic Initiate Feat for Absorb Elements sadly).
Backstory
Long story short, This character was taken as a ward by a Lord because his noble parents owed a debt, The character was charged as a Yojimbo (bodyguard) in his teen years to the Lords son then eventually was trained to be a Samurai to serve the son. The son treated him kindly and the two were friends. Eventually the Lord (son) was slain by a mage due to the Samurai not having the ability to combat a mage. The Saumrai then became a Ronin and left the Eastern Lands vowing to train to better his skills in combatting mages, finding a new Lord to serve and only returning home to his parents when he feels he has regain his honor.
Ronin (Samurai) Mage Killer
Str 16 Dex 13 Con 16 Int 19 Wis 10 Cha 10
Human (Variant)
Background- Knight (Samurai)
Starting Equipment- Headband of Intellect, Chain mail (Change to Plate), Longsword or Greatsword, Shortsword, Longbow
Level Breakdown
Fighter 1 - Athletics, Perception, Second Wind, Fighting Style (Defense)
Fighter 2 - Action Surge
Fighter 3 – Martial Archetype (Eldritch Knight), Spellcasting, Weapon Bond
Fighter 4 – Feat (Magic Initiate)
Wizard 1 – Spellcasting, Arcane Recovery
Wizard 2 – Arcane Tradition (Divination), Portent
Fighter 5 – Extra Attack
Fighter 6 - +2 STR
Fighter 7 – War Magic
Fighter 8 – Feat (Resilience: Dexterity)
Fighter 9 – Indominatable
Fighter 10 – Eldritch Strike
Fighter 11 – Extra Attack (2)
Fighter 12 - +2 STR
Fighter 13 – Indominatable (2)
Fighter 14 - +2 Con
Fighter 15 – Arcane Charge
Fighter 16 - +2 Con
Fighter 17 – Action Surge (3), Indominatable (3)
Fighter 18 – Improved War Magic
Important Spells – Green Fire Blade, Booming Blade, Absorb Elements, Counterspell, Shield, Hold Person
Final Stats at 20
Str 20 Dex 14 Con 20 Int 19 Wis 10 Cha 10
Feats: Mage Slayer, Magic Initiate (Absorb elements), Resilience (Dexterity)
If you made it this far I really appreciate it! Any feedback or suggestions will be welcomed! Thanks again!
Also taking on Suggestions on Greatsword vs Longsword for this build!
Also considering going Abjuration school instead.. or just straight 20 levels of EK
~Josh~
Really hoping for some feedback
~Josh~
Just so we are clear, I assume you found the headband, you don't really get to just pick starting magical equipment. Also I don't believe any NPCs in the AL modules or Hardcovers specifically know High Shou so it would effectively be a language you could only use to communicate with creatures that can speak all languages.
As for building, you might consider delaying your wizard levels until after fighter 5, else you are going 2 entire levels missing potentially half of your attacks.
If you are not going to get Heavy Weapon Master, then you should get a longsword rather than a greatsword, as a d10 vs 2d6 isn't a huge penalty compared to the versatility of being able to use a shield or not. (In late game a +2/3 shield will have a profound effect on your AC).
You also might consider replacing one of the +2 con with warcaster(casting booming blade as a target triggers OA is very powerful), or sentinel (for more control), or Great Weapon master(for more damage) if you decide greatsword. Also might consider Lucky instead of one of the +2 con because its very powerful.
I would consider if the Portent and extra cantrips /spell slots from wizard are really worth it for you, also remember that you need 13 int naturally (before your headband) in order to multiclass into wizard, it looks like you are setting your INT to 8 and using the headband to fix it, which is ok, but doesn't allow multiclassing into wizard.
~Josh~
As for your build, I think you have a great start! However, I have two questions for you. Do you really want to do Dexterity over Wisdom? And do you need both Green Flame and Booming Blade? Would another cantrip like fire bolt, mending, or blade ward be worthwhile?
9
~Josh~
Hi dude, I know this thread is long since over, but I just wanted to ask a question about your EK, you took Absorb Elements and Green Flame Balde. I assume that you know they are from two different sources, and the AL rule against that, which is why I assume you mentioned Magic Initiate. My question is how does Magic Initiate effect the PHB + 1 rule? Is there something about it in the AL rules?
This thread is so old, I don't know that the OP will notice it.
Anyway, you can't pick any spells from any features that are not part of your +1. Wizards, who can scribe spells, DO have the option to purchase a spell scroll from any source and copy it into their spell book. Wizards can also copy spells from sources found during play. However, cantrips aren't copied in this way so you can't pick a cantrip from outside your +1 through any mechanism I am aware of including Magic Initiate. At least that is how I understand it to work.
The OP had other character build issues, the main one being that as far as I know you need a natural int score of 13+ to multiclass. Temporary stat increases due to magic aren't sufficient for multiclassing.
From the Sage Advice compendium:
"Would a temporary stat bump fulfill a multiclass prerequisite, or does the base score have to meet the requirement? Your base score, not a temporary score, has to meet a multiclassing prerequisite."
So, in AL, you must have a base 13 stat to multiclass. This isn't a DM call in AL since the rule is spelled out in the official Sage Advice errata.