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Bellator Arcana - The Eldritch Knight Guide
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<blockquote data-quote="LightningArrow" data-source="post: 6836554" data-attributes="member: 6805992"><p><strong>SPELLS</strong></p><p>Rules of the class:</p><p>- Your spell list is the wizard spell list.</p><p>- You may only choose evocation and abjuration spells for most of your spells (except for cantrips, those can come from any school). </p><p>- Whenever you get a Fighter level, you can swap one spell you know for another. So if a given spell is not working in your campaign, go for something else.</p><p>- One spell you pick at level 3, 8, 14 and 20 can come from any school (and can be exchanged later on for higher-level spells too). Choose them wisely, Padawan.</p><p></p><p></p><p><strong>Cantrips</strong></p><p>• Acid Splash - d6 damage, but you can target 2 close foes with it.</p><p>• <span style="color: #800080">Blade Ward</span> - There are niche situations where this can be good, but usually the Dodge action (or getting the hell out of the way) are better.</p><p>• <span style="color: #0000ff">Booming Blade</span> - Very nice if you're playing a defender, since this damages foes who move. If you have the Mobile feat or a rogue multiclass this goes to gold, due to practically forcing the damage on the enemy. With War Magic, you're the best user of this. From SCAG.</p><p>• <span style="color: #0000ff">Chill Touch</span> - d8 damage, good range, and no healing for the target for 1 round. It gets better when used against undead, especially with War Magic.</p><p>• <span style="color: #ff0000">Control Flames</span> - Mostly for roleplaying purposes. As for all cantrips in this category, only take it if you find it really cool.</p><p>• <span style="color: #800080">Create Bonfire</span> - A little battlefield control paired with convenience. </p><p>• <span style="color: #800080">Dancing Lights</span> - A bit fancier than Light, but requiring concentration. I'll take Light over this any day. </p><p>• Fire Bolt - A staple for the pyromaniac in all of us.</p><p>• <span style="color: #ff0000">Friends</span> – You have the Charisma of a chair. Pass.</p><p>• <span style="color: #0000cd">Frostbite</span> - A CON save for d6 damage, giving disadvantage on the foe’s next attack. I like it. With War Magic, you can effectively stall folks who only have one attack, such as Assassins.</p><p>• <span style="color: #0000cd">Green Flame Blade</span> - Basically you attack as part of casting the cantrip, and another foe close to the target gets some damage (equal to your spellcasting modifier). You have better ways of dealing with grouped enemies, but this one doesn't cost you a spell slot, and War Magic is always around the corner. From SCAG.</p><p>• <span style="color: #ff0000">Gust</span> - Minor pushing, object-throwing and fluff. Pass.</p><p>• Light - The utility of this over a torch is that a torch needs a free hand, while this can be cast at anything, anywhere. Still, you have few cantrips, so this is better left to other casters (BLTOC, from now on).</p><p>• <span style="color: #800080">Lightning Lure</span> - Minor damage while pulling the enemy closer. You're already fast with spells, so I'm not feeling it. From SCAG.</p><p>• Mage Hand - 30 feet of distance between yourself and what you're handling is the difference between life or death, sometimes. BLTOC, though.</p><p>• <span style="color: #800080">Mending</span> - Has its uses in breaking and entering, or if the DM insists on tearing the party's equipment. BLTOC</p><p>• Message - Silent, precise and tactical communication, with good range.</p><p>• <span style="color: #0000cd">Minor Illusion</span> - It seems 5e is really about rewarding creative players, since free illusions forever is probably as good as a cantrip gets. There are many threads with uses of this, with alley screams and a chest of treasure being my favorites.</p><p>• Mold Earth - Some good uses of this include hiding treasure, bringing down walls and creating foxholes. BLTOC</p><p>• <span style="color: #ff0000">Poison Spray</span> - The d12 damage looks pretty neat, until you realize it targets Constitution, those who succeed on it take no damage, and poison is the most resisted damage type in the game.</p><p>• Prestidigitation – BLTOC.</p><p>• Ray of Frost - If you prefer to attack from range, this is better than Fire Bolt because it slows the enemy. Might be worth a look for archers.</p><p>• <span style="color: #800080">Shape Water</span> - Mostly a thematical cantrip, which has the same flavor of Control Flames and a bit more utility. Iced drinks, baby! BLTOC</p><p>• Shocking Grasp - I'm really not into damage cantrips if there's no utility involved, and this one is a bit better because it removes reactions from the enemy. </p><p>• Sword Burst – If you’re surrounded by more than 3 enemies, this is good, but that’s not your everyday situation. From SCAG.</p><p>• Thunderclap - For this to be optimal, you need to be surrounded. Very similar to Sword Burst.</p><p>• <span style="color: #800080">True Strike</span> – With War Magic you’re actually the only guy who can pull this off, but it’s still niche. For targets who give you constant disadvantage on attacks. Becomes better if you’re going for Sharpshooter/Great Weapon Master, since advantage compensates for the -5 to hit.</p><p></p><p></p><p>Level 1</p><p>• <span style="color: #daa520">Absorb Elements</span> – A must for any EK. Halve the damage from five kinds of energy, and add 1d6 of that energy to your next attack. What can you say about a spell that mitigates most of your worries from the omnipresent area spells?</p><p>• <span style="color: #ff0000">Alarm</span> – For a sound night of sleep? Unless you’re in a solo campaign, there should be a nightwatch going on.</p><p>• <span style="color: #800080">Burning Hands</span> – A bit of crowd damage at early levels. It’s a shame the cone isn’t bigger.</p><p>• <span style="color: #0000cd">Chromatic Orb</span> – The fact that you can choose from six different energy types for this spell makes it good for exploiting vulnerabilities, and 3d8 is no joke, especially at early levels. Note the material component is not consumed.</p><p>• Earth Tremor – Up to 16 creatures make saves. If they fail, they take damage and fall. Good for giving advantage and setting up difficult terrain.</p><p>• Mage Armor – DEX builds can get more AC from this than from studded leather. However, it lasts for 8 hours, and spell slots are a thing.</p><p>• <span style="color: #0000cd">Magic Missile</span> – Ah, the old classics. The damage from this is pretty lame, but with your low Intelligence at first, you can benefit from something that hits your target no matter what.</p><p>• <span style="color: #0000cd">Protection from Evil and Good</span> – This is a very situational spell, but when the situation arises, accept no substitute. </p><p>• <span style="color: #daa520">Shield</span> – Another must for any self-respecting EK, +5AC is huge, and it lasts until your next turn. With your great AC, few things should be hitting you with this in effect. Furthermore, this spell is fun: turning a killing blow against you into nothing is a warm and tender feeling.</p><p>• Thunderwave – So, up to 9 guys make saves and failing take damage and are moved; this is obviously oriented towards crowd control, and can be good in these situations. Also, never underestimate a noise that reaches out to 300 feet.</p><p>• <span style="color: #ff0000">Witch Bolt</span> – Bad range and bad action economy are all that’s going for this spell.</p><p></p><p></p><p>Level 3 spell - suggestions</p><p>• Charm Person - Good for social situations, and a few combat ones.</p><p>• Disguise Self - This is not your trade, but I have yet to see a campaign where this is not good.</p><p>• Expeditious Retreat - If you want to really rack up that speed.</p><p>• Find Familiar - Scouting? Yes. Advantage on one attack per turn? Yes. Flavor? Yes. Archers must remember the familiar can cast touch spells for you.</p><p></p><p></p><p>Level 2 </p><p>• Aganazzar’s Scorcher – For those of you waiting for Fireball. A bit better than Burning Hands, but not great either.</p><p>• <span style="color: #ff0000">Arcane Lock</span> – It’s a shame to see that the only 2nd-level abjuration spell is for locking doors. BLTOC.</p><p>• <span style="color: #800080">Continual Flame</span> – I can’t think of many situations where this would be useful.</p><p>• Darkness – Think of this as a panic button against melee and ranged attacks; if they can’t see you or know where you are, they can’t hit you either, and meanwhile you can drink potions or otherwise prepare yourself. If you’re going for some insane warlock multiclass, this goes up in rating.</p><p>• Gust of Wind – Good for control in corridors and tight spaces, but frankly not much else.</p><p>• Melf’s Acid Arrow – Decent damage against one target, who then takes mediocre damage on its next turn. The brightside is that it gives some damage even if you miss.</p><p>• Scorching Ray – Good damage to one foe, or decent damage to three foes? The fact that you can choose makes it decent.</p><p>• <span style="color: #0000cd">Shatter</span> – The best in terms of area damage you can have at this point.</p><p>• Snilloc’s Snowball Swarm – Shatter is better.</p><p>(If most level 2 spells look a little meh, it’s because they are. But once you get third level spells, you can start swapping them for those.)</p><p></p><p></p><p>Level 8 spell – suggestions</p><p>• Hold Person – Discussed on strategies.</p><p>• Blur/Mirror Image – If you want even more dodginess, that’s the way to go. Mirror Image requires no concentration, but Blur shuts down rogues completely. Up to you.</p><p>• Blindness/Deafness – Solid debuffing. With Eldritch Strike coming in two levels, you can attack them and Action Surge to give them disadvantage on the save.</p><p>• Levitate – For archers to avoid melee. If you reach lvl14, swap it for Fly.</p><p>• Misty Step – For extra mobility.</p><p>• See Invisibility – When you need it, you really need it.</p><p></p><p></p><p>Level 3</p><p>• Counterspell – This is a great spell, but unfortunately not so much for you. You should be using your reaction often, and full casters should be using level 7 spells at this point (which would require a DC17INT check to counter). But still, it’s nice.</p><p>• Dispel Magic – Very similar to the former, but it can end a magical effect that’s already cast. I would choose only one of the two.</p><p>•<span style="color: #0000cd"> Fireball</span> – Oh yeah. Even at level 13, 8d6 is a lot of damage to be spread out (optimally) to a lot of foes. Plus, it’s a classic.</p><p>• <span style="color: #0000cd">Lightning Bolt</span> – I find this one cooler than Fireball, and also easier to avoid friendly fire. Pick your favorite.</p><p>• Glyph of Warding – With this, you can become a trapmaster. Whether that’s useful in your campaign or not, you tell me.</p><p>• <span style="color: #800080">Leomund’s Tiny Hut</span> – I like it, but it’s very BLTOC.</p><p>• <span style="color: #0000cd">Magic Circle</span> – Think of it as ‘Protection from Evil and Good 2.0’. If you found the first one useful, take this one as well.</p><p>• <span style="color: #daa520">Melf’s Minute Meteors</span> – On the turn you cast it, you may be let down by it, but on the next two you will be performing all your attacks AND still damaging them in area. Definitely a damage booster.</p><p>• <span style="color: #ff0000">Nondetection</span> – Why?</p><p>• <span style="color: #800080">Protection from Energy</span> – This was meant to be ‘Absorb Elements 2.0’, but it requires concentration, uses an action and protects against only one kind of energy. Unless you know what you’re going to face, pass.</p><p>• <span style="color: #800080">Remove Curse</span> – Pretty sure the cleric can prepare this when needed.</p><p>• <span style="color: #800080">Sending</span> – Kinda situational, kinda cool, kinda BLTOC.</p><p>• Wall of Sand – An efficient way to shut down archers and slow the enemy down when escaping (in spaces smaller than 30 feet).</p><p>• Wall of Water – Use this to stall archers and to protect your group from flamy creatures (you don’t care about them, you absorb the fire and give it back as damage).</p><p></p><p></p><p>Level 14 spell – Suggestions</p><p>• Haste: An extra attack and +2AC is hard to turn down. If you didn’t go for my Magic Initiate strategy (covered on feats), take it.</p><p>• Flame Arrows – Archers may find it nice. Would be better if the casting time were a bonus action.</p><p>• Fly – Archers will profit from it. If you already know Levitate, swap that for this instead.</p><p>• Slow – If you prefer some debuffing instead of buffing yourself. Especially useful with Eldritch Strike (attack many foes, use this and watch them cry on the save).</p><p></p><p></p><p>Level 4 (most of us won’t get this far, but still…)</p><p>• Banishment – A good spell, but I would leave it to other casters. Oh wait, they’ve had this for 12 levels now? OK.</p><p>• <span style="color: #0000cd">Fire Shield</span> – The fact that this doesn’t require concentration makes it all worthwhile.</p><p>• <span style="color: #0000cd">Ice Storm</span> – A bit less damage than Fireball with more battlefield control.</p><p>•<span style="color: #ff0000"> Mordenkainen’s Private Sanctum</span> – What?</p><p>• <span style="color: #0000cd">Otiluke’s Resilient Sphere</span> – The ultimate panic button. Or, the ultimate panic prison.</p><p>• <span style="color: #daa520">Storm Sphere</span> – So, difficult terrain where chumps take damage along with bonus action lightning attacks? Bring it on!</p><p>• Vitriolic Sphere – Good range on this one, but the damage is obsolete by now, I guess.</p><p>• Wall of Fire – Damage and battlefield control paired together. Feel free.</p><p></p><p></p><p>Level 20 spell – suggestions</p><p>Mobility? Dimension Door. Dodging/advantage on attacks? Greater Invisibility. Control? Evard’s. Why am I telling you this? If you’re a level 20 character, do whatever you like!</p></blockquote><p></p>
[QUOTE="LightningArrow, post: 6836554, member: 6805992"] [B]SPELLS[/B] Rules of the class: - Your spell list is the wizard spell list. - You may only choose evocation and abjuration spells for most of your spells (except for cantrips, those can come from any school). - Whenever you get a Fighter level, you can swap one spell you know for another. So if a given spell is not working in your campaign, go for something else. - One spell you pick at level 3, 8, 14 and 20 can come from any school (and can be exchanged later on for higher-level spells too). Choose them wisely, Padawan. [B]Cantrips[/B] • Acid Splash - d6 damage, but you can target 2 close foes with it. • [COLOR=#800080]Blade Ward[/COLOR] - There are niche situations where this can be good, but usually the Dodge action (or getting the hell out of the way) are better. • [COLOR=#0000ff]Booming Blade[/COLOR] - Very nice if you're playing a defender, since this damages foes who move. If you have the Mobile feat or a rogue multiclass this goes to gold, due to practically forcing the damage on the enemy. With War Magic, you're the best user of this. From SCAG. • [COLOR=#0000ff]Chill Touch[/COLOR] - d8 damage, good range, and no healing for the target for 1 round. It gets better when used against undead, especially with War Magic. • [COLOR=#ff0000]Control Flames[/COLOR] - Mostly for roleplaying purposes. As for all cantrips in this category, only take it if you find it really cool. • [COLOR=#800080]Create Bonfire[/COLOR] - A little battlefield control paired with convenience. • [COLOR=#800080]Dancing Lights[/COLOR] - A bit fancier than Light, but requiring concentration. I'll take Light over this any day. • Fire Bolt - A staple for the pyromaniac in all of us. • [COLOR=#ff0000]Friends[/COLOR] – You have the Charisma of a chair. Pass. • [COLOR=#0000cd]Frostbite[/COLOR] - A CON save for d6 damage, giving disadvantage on the foe’s next attack. I like it. With War Magic, you can effectively stall folks who only have one attack, such as Assassins. • [COLOR=#0000cd]Green Flame Blade[/COLOR] - Basically you attack as part of casting the cantrip, and another foe close to the target gets some damage (equal to your spellcasting modifier). You have better ways of dealing with grouped enemies, but this one doesn't cost you a spell slot, and War Magic is always around the corner. From SCAG. • [COLOR=#ff0000]Gust[/COLOR] - Minor pushing, object-throwing and fluff. Pass. • Light - The utility of this over a torch is that a torch needs a free hand, while this can be cast at anything, anywhere. Still, you have few cantrips, so this is better left to other casters (BLTOC, from now on). • [COLOR=#800080]Lightning Lure[/COLOR] - Minor damage while pulling the enemy closer. You're already fast with spells, so I'm not feeling it. From SCAG. • Mage Hand - 30 feet of distance between yourself and what you're handling is the difference between life or death, sometimes. BLTOC, though. • [COLOR=#800080]Mending[/COLOR] - Has its uses in breaking and entering, or if the DM insists on tearing the party's equipment. BLTOC • Message - Silent, precise and tactical communication, with good range. • [COLOR=#0000cd]Minor Illusion[/COLOR] - It seems 5e is really about rewarding creative players, since free illusions forever is probably as good as a cantrip gets. There are many threads with uses of this, with alley screams and a chest of treasure being my favorites. • Mold Earth - Some good uses of this include hiding treasure, bringing down walls and creating foxholes. BLTOC • [COLOR=#ff0000]Poison Spray[/COLOR] - The d12 damage looks pretty neat, until you realize it targets Constitution, those who succeed on it take no damage, and poison is the most resisted damage type in the game. • Prestidigitation – BLTOC. • Ray of Frost - If you prefer to attack from range, this is better than Fire Bolt because it slows the enemy. Might be worth a look for archers. • [COLOR=#800080]Shape Water[/COLOR] - Mostly a thematical cantrip, which has the same flavor of Control Flames and a bit more utility. Iced drinks, baby! BLTOC • Shocking Grasp - I'm really not into damage cantrips if there's no utility involved, and this one is a bit better because it removes reactions from the enemy. • Sword Burst – If you’re surrounded by more than 3 enemies, this is good, but that’s not your everyday situation. From SCAG. • Thunderclap - For this to be optimal, you need to be surrounded. Very similar to Sword Burst. • [COLOR=#800080]True Strike[/COLOR] – With War Magic you’re actually the only guy who can pull this off, but it’s still niche. For targets who give you constant disadvantage on attacks. Becomes better if you’re going for Sharpshooter/Great Weapon Master, since advantage compensates for the -5 to hit. Level 1 • [COLOR=#daa520]Absorb Elements[/COLOR] – A must for any EK. Halve the damage from five kinds of energy, and add 1d6 of that energy to your next attack. What can you say about a spell that mitigates most of your worries from the omnipresent area spells? • [COLOR=#ff0000]Alarm[/COLOR] – For a sound night of sleep? Unless you’re in a solo campaign, there should be a nightwatch going on. • [COLOR=#800080]Burning Hands[/COLOR] – A bit of crowd damage at early levels. It’s a shame the cone isn’t bigger. • [COLOR=#0000cd]Chromatic Orb[/COLOR] – The fact that you can choose from six different energy types for this spell makes it good for exploiting vulnerabilities, and 3d8 is no joke, especially at early levels. Note the material component is not consumed. • Earth Tremor – Up to 16 creatures make saves. If they fail, they take damage and fall. Good for giving advantage and setting up difficult terrain. • Mage Armor – DEX builds can get more AC from this than from studded leather. However, it lasts for 8 hours, and spell slots are a thing. • [COLOR=#0000cd]Magic Missile[/COLOR] – Ah, the old classics. The damage from this is pretty lame, but with your low Intelligence at first, you can benefit from something that hits your target no matter what. • [COLOR=#0000cd]Protection from Evil and Good[/COLOR] – This is a very situational spell, but when the situation arises, accept no substitute. • [COLOR=#daa520]Shield[/COLOR] – Another must for any self-respecting EK, +5AC is huge, and it lasts until your next turn. With your great AC, few things should be hitting you with this in effect. Furthermore, this spell is fun: turning a killing blow against you into nothing is a warm and tender feeling. • Thunderwave – So, up to 9 guys make saves and failing take damage and are moved; this is obviously oriented towards crowd control, and can be good in these situations. Also, never underestimate a noise that reaches out to 300 feet. • [COLOR=#ff0000]Witch Bolt[/COLOR] – Bad range and bad action economy are all that’s going for this spell. Level 3 spell - suggestions • Charm Person - Good for social situations, and a few combat ones. • Disguise Self - This is not your trade, but I have yet to see a campaign where this is not good. • Expeditious Retreat - If you want to really rack up that speed. • Find Familiar - Scouting? Yes. Advantage on one attack per turn? Yes. Flavor? Yes. Archers must remember the familiar can cast touch spells for you. Level 2 • Aganazzar’s Scorcher – For those of you waiting for Fireball. A bit better than Burning Hands, but not great either. • [COLOR=#ff0000]Arcane Lock[/COLOR] – It’s a shame to see that the only 2nd-level abjuration spell is for locking doors. BLTOC. • [COLOR=#800080]Continual Flame[/COLOR] – I can’t think of many situations where this would be useful. • Darkness – Think of this as a panic button against melee and ranged attacks; if they can’t see you or know where you are, they can’t hit you either, and meanwhile you can drink potions or otherwise prepare yourself. If you’re going for some insane warlock multiclass, this goes up in rating. • Gust of Wind – Good for control in corridors and tight spaces, but frankly not much else. • Melf’s Acid Arrow – Decent damage against one target, who then takes mediocre damage on its next turn. The brightside is that it gives some damage even if you miss. • Scorching Ray – Good damage to one foe, or decent damage to three foes? The fact that you can choose makes it decent. • [COLOR=#0000cd]Shatter[/COLOR] – The best in terms of area damage you can have at this point. • Snilloc’s Snowball Swarm – Shatter is better. (If most level 2 spells look a little meh, it’s because they are. But once you get third level spells, you can start swapping them for those.) Level 8 spell – suggestions • Hold Person – Discussed on strategies. • Blur/Mirror Image – If you want even more dodginess, that’s the way to go. Mirror Image requires no concentration, but Blur shuts down rogues completely. Up to you. • Blindness/Deafness – Solid debuffing. With Eldritch Strike coming in two levels, you can attack them and Action Surge to give them disadvantage on the save. • Levitate – For archers to avoid melee. If you reach lvl14, swap it for Fly. • Misty Step – For extra mobility. • See Invisibility – When you need it, you really need it. Level 3 • Counterspell – This is a great spell, but unfortunately not so much for you. You should be using your reaction often, and full casters should be using level 7 spells at this point (which would require a DC17INT check to counter). But still, it’s nice. • Dispel Magic – Very similar to the former, but it can end a magical effect that’s already cast. I would choose only one of the two. •[COLOR=#0000cd] Fireball[/COLOR] – Oh yeah. Even at level 13, 8d6 is a lot of damage to be spread out (optimally) to a lot of foes. Plus, it’s a classic. • [COLOR=#0000cd]Lightning Bolt[/COLOR] – I find this one cooler than Fireball, and also easier to avoid friendly fire. Pick your favorite. • Glyph of Warding – With this, you can become a trapmaster. Whether that’s useful in your campaign or not, you tell me. • [COLOR=#800080]Leomund’s Tiny Hut[/COLOR] – I like it, but it’s very BLTOC. • [COLOR=#0000cd]Magic Circle[/COLOR] – Think of it as ‘Protection from Evil and Good 2.0’. If you found the first one useful, take this one as well. • [COLOR=#daa520]Melf’s Minute Meteors[/COLOR] – On the turn you cast it, you may be let down by it, but on the next two you will be performing all your attacks AND still damaging them in area. Definitely a damage booster. • [COLOR=#ff0000]Nondetection[/COLOR] – Why? • [COLOR=#800080]Protection from Energy[/COLOR] – This was meant to be ‘Absorb Elements 2.0’, but it requires concentration, uses an action and protects against only one kind of energy. Unless you know what you’re going to face, pass. • [COLOR=#800080]Remove Curse[/COLOR] – Pretty sure the cleric can prepare this when needed. • [COLOR=#800080]Sending[/COLOR] – Kinda situational, kinda cool, kinda BLTOC. • Wall of Sand – An efficient way to shut down archers and slow the enemy down when escaping (in spaces smaller than 30 feet). • Wall of Water – Use this to stall archers and to protect your group from flamy creatures (you don’t care about them, you absorb the fire and give it back as damage). Level 14 spell – Suggestions • Haste: An extra attack and +2AC is hard to turn down. If you didn’t go for my Magic Initiate strategy (covered on feats), take it. • Flame Arrows – Archers may find it nice. Would be better if the casting time were a bonus action. • Fly – Archers will profit from it. If you already know Levitate, swap that for this instead. • Slow – If you prefer some debuffing instead of buffing yourself. Especially useful with Eldritch Strike (attack many foes, use this and watch them cry on the save). Level 4 (most of us won’t get this far, but still…) • Banishment – A good spell, but I would leave it to other casters. Oh wait, they’ve had this for 12 levels now? OK. • [COLOR=#0000cd]Fire Shield[/COLOR] – The fact that this doesn’t require concentration makes it all worthwhile. • [COLOR=#0000cd]Ice Storm[/COLOR] – A bit less damage than Fireball with more battlefield control. •[COLOR=#ff0000] Mordenkainen’s Private Sanctum[/COLOR] – What? • [COLOR=#0000cd]Otiluke’s Resilient Sphere[/COLOR] – The ultimate panic button. Or, the ultimate panic prison. • [COLOR=#daa520]Storm Sphere[/COLOR] – So, difficult terrain where chumps take damage along with bonus action lightning attacks? Bring it on! • Vitriolic Sphere – Good range on this one, but the damage is obsolete by now, I guess. • Wall of Fire – Damage and battlefield control paired together. Feel free. Level 20 spell – suggestions Mobility? Dimension Door. Dodging/advantage on attacks? Greater Invisibility. Control? Evard’s. Why am I telling you this? If you’re a level 20 character, do whatever you like! [/QUOTE]
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Bellator Arcana - The Eldritch Knight Guide
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