I am an eldritch knight Dwarf in my campaign. I have the Thunderwave spell and my character sheet says the saving throw for this spell is CON 11. Is there a stat or anything which affects this, perhaps giving me something to aim towards so that the CON saving throw for my enemies can become higher? Is it something to do with my own constitution?
Eldritch Knights use Intelligence as their spellcasting attribute, so improving your intelligence score will make the save DCs of your spells higher. There are some magic items that improve the save DCs of spells cast by their wielders, but none of them can be used by Eldritch Knights.
However, Eldritch Knights have extremely slow spellcasting progression (they tie with Arcane Tricksters for having the slowest). This makes damage-dealing spells an extremely weak option for them because of how many levels you have to gain in order to get access to higher-level spells. As such, it's usually considered better rely on Abjuration spells that provide you with defensive boosts than Evocation spells for dealing damage. As a fighter subclass, Eldritch Knights can instead rely on their weapon attacks for offensive power.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Your spell DC = 8 + Proficiency Bonus + Spellcasting Ability Modifier. In your character's case, that would be you INT modifier. So you would need to increase your INT score to improve your spell DC (or gain more levels). The spell dictates the type of saving throw the target must make.
There are a few magic items that can do this. But they all have to be attuned to by a specific class and Eldritch Knight is not one of them.
But the ones for Cleric and Paladin (Amulet of Devout and/or the Fate Dealer's Deck) say that they give bonuses to all spells, not just cleric/paladin spells. So if you take a level of Cleric or Paladin and get either the Amulet of Devout or the Deck, you can increase the DC of your spells
There are a few magic items that can do this. But they all have to be attuned to by a specific class and Eldritch Knight is not one of them.
But the ones for Cleric and Paladin (Amulet of Devout and/or the Fate Dealer's Deck) say that they give bonuses to all spells, not just cleric/paladin spells. So if you take a level of Cleric or Paladin and get either the Amulet of Devout or the Deck, you can increase the DC of your spells
Or you could just make your own magic item.
The OP is a player so can just "make" a homebrew magic item that would be up to the DM.
A couple of magic items an Eldritch Knight could use are a headband of intellect and an ioun stone of mastery, the later is a legendary item which would only increase your save DC by 1 (but does a lot of other good things like improve your weapon attacks).
I agree that using levelled spells to damage enemies is not a good tactic though with a headband you can effectively cast debuff spells like hideous laughter but you learn so few of them, mand many great options that do not rely on int it is probably not worth the attunement slot on the headband.
One Evocation you might consider is magic missile, the damage is small (especially as you get it late) but it does not rely on intelligence and is a guaranteed hit so is situationally useful.
Honestly, this sounds like you didn't spec for your build, since an EK is going to want at least a moderate INT mod; might be worth asking your DM if they'll let you reshuffle your stats a bit.
It is my first ever character and I wasn't too sure how my spells would work, but we are pretty far into the campaign now and I probably can't re-shuffle stats but it is good information to know for future campaigns/characters. Thankfully my other spells are a bit more well suited.
Fortunately there's plenty of great spells available to Eldritch Knights that don't use your Intelligence stat at all. Absorb Elements and Shield are two good ones, as is the ever-reliable Magic Missile. You could also consider taking Booming Blade as one of your cantrip options, since I believe the required melee attack for that uses your weapon attack modifier (STR or DEX) rather than your spellcasting mod.
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I am an eldritch knight Dwarf in my campaign. I have the Thunderwave spell and my character sheet says the saving throw for this spell is CON 11. Is there a stat or anything which affects this, perhaps giving me something to aim towards so that the CON saving throw for my enemies can become higher? Is it something to do with my own constitution?
Eldritch Knights use Intelligence as their spellcasting attribute, so improving your intelligence score will make the save DCs of your spells higher. There are some magic items that improve the save DCs of spells cast by their wielders, but none of them can be used by Eldritch Knights.
However, Eldritch Knights have extremely slow spellcasting progression (they tie with Arcane Tricksters for having the slowest). This makes damage-dealing spells an extremely weak option for them because of how many levels you have to gain in order to get access to higher-level spells. As such, it's usually considered better rely on Abjuration spells that provide you with defensive boosts than Evocation spells for dealing damage. As a fighter subclass, Eldritch Knights can instead rely on their weapon attacks for offensive power.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Your spell DC = 8 + Proficiency Bonus + Spellcasting Ability Modifier. In your character's case, that would be you INT modifier. So you would need to increase your INT score to improve your spell DC (or gain more levels). The spell dictates the type of saving throw the target must make.
Thank you so much.
There are a few magic items that can do this. But they all have to be attuned to by a specific class and Eldritch Knight is not one of them.
But the ones for Cleric and Paladin (Amulet of Devout and/or the Fate Dealer's Deck) say that they give bonuses to all spells, not just cleric/paladin spells. So if you take a level of Cleric or Paladin and get either the Amulet of Devout or the Deck, you can increase the DC of your spells
Or you could just make your own magic item.
The OP is a player so can just "make" a homebrew magic item that would be up to the DM.
A couple of magic items an Eldritch Knight could use are a headband of intellect and an ioun stone of mastery, the later is a legendary item which would only increase your save DC by 1 (but does a lot of other good things like improve your weapon attacks).
I agree that using levelled spells to damage enemies is not a good tactic though with a headband you can effectively cast debuff spells like hideous laughter but you learn so few of them, mand many great options that do not rely on int it is probably not worth the attunement slot on the headband.
One Evocation you might consider is magic missile, the damage is small (especially as you get it late) but it does not rely on intelligence and is a guaranteed hit so is situationally useful.
Honestly, this sounds like you didn't spec for your build, since an EK is going to want at least a moderate INT mod; might be worth asking your DM if they'll let you reshuffle your stats a bit.
It is my first ever character and I wasn't too sure how my spells would work, but we are pretty far into the campaign now and I probably can't re-shuffle stats but it is good information to know for future campaigns/characters. Thankfully my other spells are a bit more well suited.
Fortunately there's plenty of great spells available to Eldritch Knights that don't use your Intelligence stat at all. Absorb Elements and Shield are two good ones, as is the ever-reliable Magic Missile. You could also consider taking Booming Blade as one of your cantrip options, since I believe the required melee attack for that uses your weapon attack modifier (STR or DEX) rather than your spellcasting mod.