I'm surprised I don't see these two being compared more often. So vastly different, yet similar at the same time. I'm only going to level 10 because that's where the vast majority of play happens, but at 11 the Fighter getting a third attack is an obviously big boon.
EK: d10 instead of d8 hit dice, Access to Heavy Armor, Fighting Style, Second Wind, Action Surge, Extra ASI, War Magic, Eldritch Strike
BS: Infusions, More Spells & Spell Types, Faster Spell Progression, SAD (Single Ability Score Dependent), Steel Defender, Flash of Genius, Arcane Jolt
Conclusion: The Fighter is the superior martial class, and the Artificer is a far superior spell caster.
Overall I think the Artificer takes it, much to my surprise before I deep dived into both. The spell progression for the Eldritch Knight is just so painfully slow, with limited spell selection. The EK definitely has the superior martial prowess. But the Battle Smith has the Steel Defender. It gives you modest but free bonus action damage on every turn. A really good amount of hit points for a pet. It can use its reaction every turn to impose disadvantage on an attack against you. It has its own healing 3x per day, and you can heal it with a Mending cantrip. If it dies you can bring it back with a 1st level spell slot. It buffs your offense, buffs your defense, and acts as a damage sponge. Also, being able to use Intelligence for both weapons and spells is a big advantage.
I built a level 5 Battle Smith using a Human Variant and point buy. He has half plate medium armor, and no magic items. I took Sentinel at level 1, and up my Intelligence at level 4.
Tactic: Charge in with my Steel Defender (flavored as a big robotic war dog). If an enemy attacks me, my pet imposes disadvantage on one attack. If they attack my pet, I use Sentinel to reaction attack it. Win - Win
Check out his spell list, and he can cast them with just as high save DC and spell attack mod and as a full caster.
That’s true there are similar in many ways. I really like the idea of an Eldritch knight and even most of the foundation of the subclass. Honestly I think tying the eldritch knights spell list directly to the wizard spell list was a great move since every so often when new spells are released it’s a potential update the the Eldritch knight and arcane trickster for too.
I think the level 7 feature could use some love.
I also think that the limitation placed regarding schools of magic was a little too limiting considering how a spellcasting fighter subclass would seem to benefit the most from bonus action, reaction, and long duration spells.
I think one other detail I like about the Battlesmith, and really all artificers, is the large number of tool proficiencies they get on top of being a solid active combatant. If you ever have downtime in-game you can always find something for your character to be working on... whether your DM gives you a week of downtime with access to a forge where you can craft magical armor or weapons, or if you just have a few hours at the end of the work day to tinker with something. Especially at level 10, when they get Magic Item Adept, when they can start popping out +1 magic items for 50gp and about 4 days of work.
I'm surprised I don't see these two being compared more often. So vastly different, yet similar at the same time. I'm only going to level 10 because that's where the vast majority of play happens, but at 11 the Fighter getting a third attack is an obviously big boon.
EK: d10 instead of d8 hit dice, Access to Heavy Armor, Fighting Style, Second Wind, Action Surge, Extra ASI, War Magic, Eldritch Strike
BS: Infusions, More Spells & Spell Types, Faster Spell Progression, SAD (Single Ability Score Dependent), Steel Defender, Flash of Genius, Arcane Jolt
Conclusion: The Fighter is the superior martial class, and the Artificer is a far superior spell caster.
Overall I think the Artificer takes it, much to my surprise before I deep dived into both. The spell progression for the Eldritch Knight is just so painfully slow, with limited spell selection. The EK definitely has the superior martial prowess. But the Battle Smith has the Steel Defender. It gives you modest but free bonus action damage on every turn. A really good amount of hit points for a pet. It can use its reaction every turn to impose disadvantage on an attack against you. It has its own healing 3x per day, and you can heal it with a Mending cantrip. If it dies you can bring it back with a 1st level spell slot. It buffs your offense, buffs your defense, and acts as a damage sponge. Also, being able to use Intelligence for both weapons and spells is a big advantage.
I built a level 5 Battle Smith using a Human Variant and point buy. He has half plate medium armor, and no magic items. I took Sentinel at level 1, and up my Intelligence at level 4.
Tactic: Charge in with my Steel Defender (flavored as a big robotic war dog). If an enemy attacks me, my pet imposes disadvantage on one attack. If they attack my pet, I use Sentinel to reaction attack it. Win - Win
Check out his spell list, and he can cast them with just as high save DC and spell attack mod and as a full caster.
https://www.dndbeyond.com/characters/80249453
That’s true there are similar in many ways. I really like the idea of an Eldritch knight and even most of the foundation of the subclass. Honestly I think tying the eldritch knights spell list directly to the wizard spell list was a great move since every so often when new spells are released it’s a potential update the the Eldritch knight and arcane trickster for too.
I think the level 7 feature could use some love.
I also think that the limitation placed regarding schools of magic was a little too limiting considering how a spellcasting fighter subclass would seem to benefit the most from bonus action, reaction, and long duration spells.
I think one other detail I like about the Battlesmith, and really all artificers, is the large number of tool proficiencies they get on top of being a solid active combatant. If you ever have downtime in-game you can always find something for your character to be working on... whether your DM gives you a week of downtime with access to a forge where you can craft magical armor or weapons, or if you just have a few hours at the end of the work day to tinker with something. Especially at level 10, when they get Magic Item Adept, when they can start popping out +1 magic items for 50gp and about 4 days of work.
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