D&D 5E (2024) Breaking The Eldritch Knight (Eberron)


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Fey touched gives you hex. Its quite good on an EK.
Not if you concentrate on CME.

And not if your wisdom save sucks.

A simple sleep will take you out of the fight. Incapacitated on a save will break concentration. And if you are dominated, it is even worse.

Fighters have one get out of jail card, but it is not bad to have a second one handy.
Out level 6 fighter was happy she chose mage slayer in the very first fight.
 

So ive been keeping track of an Eldritch Knight I would play. Something new has been added to the equation however.

Race Human
Origin: Custom or 5.0
Origin Feats. Mark of the Storm, Magic Initiate:druid.

Pick shillelagh, guidance whatever you like (absorb elements?)
Class. Fighter:Eldritch Knight.
Ability scores. : 17 intelligence, 16 dexterity
Weapon Mastery: Prone.
Feats. All boosting Intelligence
4: Warcaster.
6. Potent Dragonmark
8. Fae Touched. Pick hex.
I think you can supercharge this build by completely dumping INT and instead using Charisma in anticipation of an eventual Sorcerer multiclass.

Starting stats 15+2 STR, 14 CON, 15+1 CHA.

Start with the Mark of the Storm origin feat (Charisma spellcasting mod), take Potent Dragonmark at 4 (+1 CHA), Great Weapon Master at 6, another +STR feat at 8 (Mage Slayer, Heavy Armor Master, Polearm Master).

We've dumped INT, so take spells that don't require any - it's still super strong. Blade Ward, Jump, Shield, Find Familiar, Protection from Evil and Good, Mirror Image, Misty Step, Elminster’s Elusion, Absorb Elements and Alter Self are all good choices. If Silvery Barbs or Gift of Alacrity are available, take those. Take Booming Blade and Green-Flame Blade cantrips. Stay Eldritch Knight until you're level 8. Any heavy weapons will work - I like polearms, ideally ones with Cleave and/or Topple.

Conjure Minor Elementals via Potent Dragonmark comes online at level 7, recharging on a Short Rest. Pre-cast it before battle if you can, if you can't, Action Surge to cast it and attack on Round 1.

Beginning level 9, multiclass into Sorcerer, take 3 levels until we get our subclass. The reason we're going Sorcerer is Quickened and Extended metamagics, each of which allows us to have CME up first round of combat (either Quickened as a bonus action or precast up to 20 minutes before the fight). If we can't pre-cast CME, then our first turn in combat is Quickened CME, Attack Action (replace one attack with Booming Blade/GFB), possible Cleave attack, Action Surge, Attack Action (replace one attack with Booming Blade/GFB). That's 4 or 5 weapon attacks (Cleave procs CME), each of which adds a 3d8 rider. If you CAN pre-cast CME, you can instead Quicken a Bonus Action Scorching Ray in your highest available slot - each ray will add a separate 3d8 rider too.

Now we return to EK until we get 3 attacks at EK 11 (6 with Action Surge, all of which proc new CME riders). Eldritch Strike means that we can Quicken control spells like upcast Command on enemies we've hit, who save with disadvantage while we continue to take our full attack action. Finish out with more Sorcerer levels, ending at a 11 EK/9 Sorc split.

Here's a full writeup of the build I did on another site. TLDR, Conjure Minor Elementals via Potent Dragonmark is completely overtuned, and this build takes full advantage by using Sorcerer levels to Quicken spells while retaining a 3-attack Fighter attack action. Other than the blade cantrips we don't even need any 2014 material. You also get to be a party face if you want - I went Human with Magic Initiative: Cleric for Guidance and Thaumaturgy, which combines with Tactical Mind to make an incredible Intimidation specialist.
 
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Not if you concentrate on CME.

And not if your wisdom save sucks.

A simple sleep will take you out of the fight. Incapacitated on a save will break concentration. And if you are dominated, it is even worse.

Fighters have one get out of jail card, but it is not bad to have a second one handy.
Out level 6 fighter was happy she chose mage slayer in the very first fight.

You get it a lot earlier tgan CME and it CME gets interrupted....
 

I think you can supercharge this build by completely dumping INT and instead using Charisma in anticipation of an eventual Sorcerer multiclass.

Starting stats 15+2 STR, 14 CON, 15+1 CHA.

Start with the Mark of the Storm origin feat (Charisma spellcasting mod), take Potent Dragonmark at 4 (+1 CHA), Great Weapon Master at 6, another +STR feat at 8 (Mage Slayer, Heavy Armor Master, Polearm Master).

We've dumped INT, so take spells that don't require any - it's still super strong. Blade Ward, Jump, Shield, Find Familiar, Protection from Evil and Good, Mirror Image, Misty Step, Elminster’s Elusion, Absorb Elements and Alter Self are all good choices. If Silvery Barbs or Gift of Alacrity are available, take those. Take Booming Blade and Green-Flame Blade cantrips. Stay Eldritch Knight until you're level 8. Any heavy weapons will work - I like polearms, ideally ones with Cleave and/or Topple.

Conjure Minor Elementals via Potent Dragonmark comes online at level 7, recharging on a Short Rest. Pre-cast it before battle if you can, if you can't, Action Surge to cast it and attack on Round 1.

Beginning level 9, multiclass into Sorcerer, take 3 levels until we get our subclass. The reason we're going Sorcerer is Quickened and Extended metamagics, each of which allows us to have CME up first round of combat (either Quickened as a bonus action or precast up to 20 minutes before the fight). If we can't pre-cast CME, then our first turn in combat is Quickened CME, Attack Action (replace one attack with Booming Blade/GFB), possible Cleave attack, Action Surge, Attack Action (replace one attack with Booming Blade/GFB). That's 4 or 5 weapon attacks (Cleave procs CME), each of which adds a 3d8 rider. If you CAN pre-cast CME, you can instead Quicken a Bonus Action Scorching Ray in your highest available slot - each ray will add a separate 3d8 rider too.

Now we return to EK until we get 3 attacks at EK 11 (6 with Action Surge, all of which proc new CME riders). Eldritch Strike means that we can Quicken control spells like upcast Command on enemies we've hit, who save with disadvantage while we continue to take our full attack action. Finish out with more Sorcerer levels, ending at a 11 EK/9 Sorc split.

Here's a full writeup of the build I did on another site. TLDR, Conjure Minor Elementals via Potent Dragonmark is completely overtuned, and this build takes full advantage by using Sorcerer levels to Quicken spells while retaining a 3-attack Fighter attack action. Other than the blade cantrips we don't even need any 2014 material. You also get to be a party face if you want - I went Human with Magic Initiative: Cleric for Guidance and Thaumaturgy, which combines with Tactical Mind to make an incredible Intimidation specialist.

Nice. I dont really consider lvl 10+.
 


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