I feel like there's something that can be done with hot swapping weapons and chaining weapon masteries as an Eldritch Knight. Idk if any of these combos are good, but I'd like explore the ideas!
1.) Level 5-7 Warhammer or pike to push and 1d10, free action to stow, summon greatsword, use charger to move 10feet toward the opponent for 1d8, swing for 2d6. (war magic to booming blade it?) = 1d10+2d8+2d6?
2.) Throw spear to topple, summon back, or bring out other weapon.
3.) Dual throw or dual wield weapons with nick/vex?
Any cool combos we could think of? I see several like uses to push or topple stuff, or vex into a strong weapon. But idk. I'm sure there's more stuff at higher levels, but I'm curious what can be done low to mid levels.
**Challenge:** Craziest/silliest hotswap combos by level 8 with two-three feats and being eldritch knight.
1.) Level 5-7 Warhammer or pike to push and 1d10, free action to stow, summon greatsword, use charger to move 10feet toward the opponent for 1d8, swing for 2d6. (war magic to booming blade it?) = 1d10+2d8+2d6?
Open with a Trident Throw, move up, attack with greatsword (possibly at advantage from. Use True Strike (+1d6 damage at level 8) or Green-Flame Blade (+1d8 damage to one target and 1d8+INT to a second target at level 5) instead of Booming Blade if you just want damage. For repetition, you can attack with a Pike, free object interaction drop pike, draw greatsword, move 10+ feet, attack with greatsword, stow greatsword, bonus action summon Pike.
3.) Dual throw or dual wield weapons with nick/vex?
Dual Wielder Feat
Halberd, Halberd (Cleave), free object interaction drop Halberd, draw Scimitar and Shortsword, Scimitar, Shortsword (attack via Scimitar's Nick; next Halberd attack is at advantage), stow Shortsword and Scimitar, Bonus Action summon Halberd.
It's probably better to skip Dual Wielder and just Great Weapon Master and Pole Arm Master for a Potential:
If everything hits, that's an average 51.5 per round. If all of those hits are critical hits or reduce the target to 0 HP, you get to make another attack with the same weapon for up to 4 additional d10 + 3 + STR Halberd Strikes and one d4 +3 + STR Pole Strike (Average 59.5 if they all trigger and hit).
Remember that you can move between attacks so plan your mosh pit targets accordingly. Also, seek out sources for advantage to Hew repeatedly.
The same cantrip suggestions apply. Tossing in a Green-flame Blade in place of one of the attacks (the first attack is recommended) will add another average 4.5 damage to your target and 4.5 + INT to a secondary (pick the next candidate for your attack to increase the chances of reducing them to 0). At level 11+, I would just add more Halberd Attacks.
I feel like there's something that can be done with hot swapping weapons and chaining weapon masteries as an Eldritch Knight. Idk if any of these combos are good, but I'd like explore the ideas!
1.) Level 5-7 Warhammer or pike to push and 1d10, free action to stow, summon greatsword, use charger to move 10feet toward the opponent for 1d8, swing for 2d6. (war magic to booming blade it?) = 1d10+2d8+2d6?
2.) Throw spear to topple, summon back, or bring out other weapon.
3.) Dual throw or dual wield weapons with nick/vex?
Any cool combos we could think of? I see several like uses to push or topple stuff, or vex into a strong weapon. But idk. I'm sure there's more stuff at higher levels, but I'm curious what can be done low to mid levels.
**Challenge:** Craziest/silliest hotswap combos by level 8 with two-three feats and being eldritch knight.
Open with a Trident Throw, move up, attack with greatsword (possibly at advantage from. Use True Strike (+1d6 damage at level 8) or Green-Flame Blade (+1d8 damage to one target and 1d8+INT to a second target at level 5) instead of Booming Blade if you just want damage. For repetition, you can attack with a Pike, free object interaction drop pike, draw greatsword, move 10+ feet, attack with greatsword, stow greatsword, bonus action summon Pike.
You're a fighter. Use a Trident instead of a Spear. Three points are better than one.
Dual Wielder Feat
Halberd, Halberd (Cleave), free object interaction drop Halberd, draw Scimitar and Shortsword, Scimitar, Shortsword (attack via Scimitar's Nick; next Halberd attack is at advantage), stow Shortsword and Scimitar, Bonus Action summon Halberd.
It's probably better to skip Dual Wielder and just Great Weapon Master and Pole Arm Master for a Potential:
Halberd d10 +3 + STR, Halberd (Cleave) d10 +3, Halberd d10 +3 + STR, Halberd (Cleave) d10 +3, Pole Strike (Bonus Action) d4 + 3 + STR.
Assuming an +4 STR Modifier,
If everything hits, that's an average 51.5 per round. If all of those hits are critical hits or reduce the target to 0 HP, you get to make another attack with the same weapon for up to 4 additional d10 + 3 + STR Halberd Strikes and one d4 +3 + STR Pole Strike (Average 59.5 if they all trigger and hit).
Remember that you can move between attacks so plan your mosh pit targets accordingly. Also, seek out sources for advantage to Hew repeatedly.
The same cantrip suggestions apply. Tossing in a Green-flame Blade in place of one of the attacks (the first attack is recommended) will add another average 4.5 damage to your target and 4.5 + INT to a secondary (pick the next candidate for your attack to increase the chances of reducing them to 0). At level 11+, I would just add more Halberd Attacks.
How to add Tooltips.
My houserulings.