I mean, it looks like a pretty clear-cut glaive user. There's half a hundred feats you could use to emphasize that, the aforementioned Mage Slayer probably being chief among them. Thing is, you'd need to be within five feet of the target for Mage Slayer to work, while most glaives/Polearm Muenster builds want the target exactly ten feet away. You could do the same build with a spear flavored to have that crescent-moon blade, but at that point you're technically sacrificing a step of damage die (though you do get the option of using your off hand to do other stuff if you'd like).
Still. Do the boring thing and play variant human, grab Mage Slayer at level 1, Sentinel at level 4, and either Polearm Master or War Caster (if you having Booming Blade) at level 6. You are now a witch hunter; get within five feet of a witch (or anything else that casts spells) and you will consistently ruin its life. Play Eldritch Knight, grab Protection from Evil and Good, Absorb Elements, and your choice of cool first-level spell from the Wizard list (Find Familiar is a classic, Tasha's Hideous Laughter is actually a really cool first-level spell that never stops being relevant and which can instantly disable any target caster, Jump could allow Jedi-esque acrobatic leaps to get to your targets, etc.), and you're also largely covered on the demon-hunting front.
As you level up, if your stats are good, just keep adding ridiculous feats and/or picking up anti-magey spells. Dropping Silence on a caster before getting up in its face with Sentinel will more or less remove that caster from the fight in a manner guaranteed to make your DM scream, and you can do that by eighth level. Whoops, never mind. Forgot that Silence was not in the wizard's spell list. Seems a really odd omission, but what can you do? Even without silence though, you'll be Terminator-ing all over most casters you can get on top of, and no Silence means you can keep Counterspell on tap at higher Eldritch Knight levels.
You get two, and Eldritch Knights have weird damage math if you want optimal damage out of the SCAG meleemagic cantrips. Unless you specifically want the secondary effects of one, I'd probably go for utility over deeps. Still, you could substitute War Caster for Sentinel and take Booming Blade, trade the ability to remove enemy movement for the ability to harm them for using it.
Otherwise the only real strategy point is that Eldritch Knights can actually make not-entirely-awful use of Blade Ward, which very few characters get to do. At seventh-level EK you can make a single bonus melee strike when you cast a cantrip, which means you pick between being aggressive with your multiattacks and pushing damage or being defensive by casting Blade Ward while still getting your bonus attack. It takes a while to spin up though, and if you take Blade Ward at level 3, you've got ffour levels to go until it's more than a stopgap emergency thing.
Hey possibly looking to make a fighter out of this would like him to be a witch/demon hunter any ideas?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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The mage slayer feat allows you to hit creatures casting spells and sentinel feat helps keep them from fleeing your mage slaying.
I mean, it looks like a pretty clear-cut glaive user. There's half a hundred feats you could use to emphasize that, the aforementioned Mage Slayer probably being chief among them. Thing is, you'd need to be within five feet of the target for Mage Slayer to work, while most glaives/Polearm Muenster builds want the target exactly ten feet away. You could do the same build with a spear flavored to have that crescent-moon blade, but at that point you're technically sacrificing a step of damage die (though you do get the option of using your off hand to do other stuff if you'd like).
Still. Do the boring thing and play variant human, grab Mage Slayer at level 1, Sentinel at level 4, and either Polearm Master or War Caster (if you having Booming Blade) at level 6. You are now a witch hunter; get within five feet of a witch (or anything else that casts spells) and you will consistently ruin its life. Play Eldritch Knight, grab Protection from Evil and Good, Absorb Elements, and your choice of cool first-level spell from the Wizard list (Find Familiar is a classic, Tasha's Hideous Laughter is actually a really cool first-level spell that never stops being relevant and which can instantly disable any target caster, Jump could allow Jedi-esque acrobatic leaps to get to your targets, etc.), and you're also largely covered on the demon-hunting front.
As you level up, if your stats are good, just keep adding ridiculous feats and/or picking up anti-magey spells.
Dropping Silence on a caster before getting up in its face with Sentinel will more or less remove that caster from the fight in a manner guaranteed to make your DM scream, and you can do that by eighth level.Whoops, never mind. Forgot that Silence was not in the wizard's spell list. Seems a really odd omission, but what can you do? Even without silence though, you'll be Terminator-ing all over most casters you can get on top of, and no Silence means you can keep Counterspell on tap at higher Eldritch Knight levels.Please do not contact or message me.
What cantrips though?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Whichever ones you feel like?
You get two, and Eldritch Knights have weird damage math if you want optimal damage out of the SCAG meleemagic cantrips. Unless you specifically want the secondary effects of one, I'd probably go for utility over deeps. Still, you could substitute War Caster for Sentinel and take Booming Blade, trade the ability to remove enemy movement for the ability to harm them for using it.
Otherwise the only real strategy point is that Eldritch Knights can actually make not-entirely-awful use of Blade Ward, which very few characters get to do. At seventh-level EK you can make a single bonus melee strike when you cast a cantrip, which means you pick between being aggressive with your multiattacks and pushing damage or being defensive by casting Blade Ward while still getting your bonus attack. It takes a while to spin up though, and if you take Blade Ward at level 3, you've got ffour levels to go until it's more than a stopgap emergency thing.
Please do not contact or message me.
Blood hunter class? :D