LightningArrow
First Post
(originally posted by me under the alias Specter in the GitP forums)
I've been interested in this subclass for a while now, and since the other guides on the subject seemed lackluster, I decided to make one myself.
Summary
STYLE
STATS
RACES
SKILLS
BACKGROUNDS
CLASS FEATURES
FEATS
SPELLS
MULTICLASSING
MISC. STRATEGY
SAMPLE BUILDS
Colors:
Gold: Mandatory for optimization.
Blue: Very good.
Black: Good, but there are better options out there.
Purple: Too situational or lackluster.
Red: Don't even.
So...
WHY GO FOR THE ELDRITCH KNIGHT?
• Coolness: If you enjoy ripping heads, the Fighter class is good for you. If you enjoy ripping heads in a cool, arcane, Blade-of-Fire way, the Eldritch Knight (EK, henceforth) is for you.
• Versatility: Magic furthers your roles both in combat (with more protection and area options) and out of it. Some of us get tired of just swinging weapons.
• Prowess: The low-levels spells of the EK may seem lackluster (especially at high levels), but when used appropriately with their class abilities, they make for an awesome combatant.
WHEN SHOULD YOU NOT PLAY AN ELDRITCH KNIGHT?
• If you want to focus on magic: In that case, go for a Valor Bard, or a Bladesinger Wizard.
• If you want the maximum raw damage: While the EK has some combos going for that, other archetypes (and classes, for that matter) will usually deal more damage than him.
STYLE
Here you must make a choice, which will define your entire career:
• STR-based melee EK: By going Strenght, you can shove and grapple enemies, use reach weapons and also have a higher AC. It will make you a little more MAD on overall, though.
Go for chain mail, and upgrade to full plate ASAP. If you plan for optimal AC, take a d8 weapon and a shield. If you plan for Great Weapon Master and reach, take a halberd or a pike.
• DEX-based melee EK: With a rapier as your main weapon, you will be less MAD, better at the important DEX saves and more efficient at the occasional ranged warfare. Important if you want to use Stealth, too.
Go for leather armor, upgranding to studded leather ASAP. The rapier is the weapon of choice out there, and not using a shield would be disgraceful.
• Archer: Yes, it's entirely possible, and not lacking at all. An EK archer is tougher and more versatile than those from other archetypes, as far as I can speculate (never seen one). Leather and bow, of course. Crossbows are viable, but will require Crossbow Expert for max efficiency.
STATS
• Strenght: If you went the STR way, it must obviously be your highest stat; otherwise it can be freely dumped.
• Dexterity: For DEX-melee and archers this is top priority; STR guys can leave this low but not dump it, since it governs Initiative, DEX saves, some skills and (sometimes) AC.
• Constitution: Being a Fighter, taking hits is part of your portfolio. Archers can start with a 14 without much trouble; others need higher values to get in the fray consistently.
• Intelligence: This determines the efficiency of your spells, both when attacking and determining save DCs. As such, it’s essential. Start with a number similar to CON, if possible. Note that it's possible to have an EK that dumps INT and focus on no-save, no-attack spells, but that will limit your spell selection and versatility, and make Eldritch Strike less awesome. If you're interested in that, check out the last sample build for an example.
• Wisdom: You're no cleric, but important skills are keyed off this, and failing a Wisdom save can take you out of the fight in a second, so dumping this is not an option. Go for 10 on a tight build, or 12 if you have a few points to spare. If you already plan on multiclassing to another class that requires Wisdom, leave it at 12 and take Resilient (WIS) later on.
• Charisma: if you want a charismatic combatant, go for a Paladin, or a Valor Bard. That said, if you're going for a CHA multiclass (probably Sorcerer) you will have to raise this to at least 13 and dump INT.
RACES
• Aarakocra (EE): Well, +2DEX and at-will flight sell this easily… if your DM approves it, that is.
• Aasimar: CHA and WIS? Not cool at all.
• Dragonborn: Viable for for STR EKs; according to my intel, the breath weapon is more useful than it seems. The resistance to a certain energy (when in doubt, choose fire) and darkvision are also very handy. It's a shame the CHA goes to waste.
Dwarves: With a solid CON, protection from poison and stonecunning, dwarves make great EKs.
• Hill: The +1 to Wisdom is not optimal, but it's hard to say no to more hp.
• Mountain: +2 to STR? Sign me up! For STR builds, of course.
• Duergar: Unless you're in an Underdark campaign, sunlight sensitivity will wreck you. A shame, since the other abilities are nice.
Elves: Focus on DEX melee or archery here. +2DEX, trance, darkvision and Perception proficiency are great for any EK.
• High Elf: Well, I bet these guys were the first of our kind. +1 int and a free cantrip are more valuable to an EK than to most classes.
• Wood Elf: Leave him to the ranger; the bonus speed is the only good thing here.
• Drow: +1 CHA and sunlight sensitivity kill this subrace.
• Eladrin: Pretty much like the High Elf, except for Misty Step 1/day which is timelessly good.
Genasi (EE): +2 to CON? Good start. Let’s look at the rest:
• Air: +1 DEX and Levitate make this a gold for archers, who usually want to avoid melee.
• Earth: +1 to STR and avoiding rocky difficult terrain is great, but chances are if you’re going for STR, Pass Without Trace won’t be of much use.
• Fire: Good for all builds with the bonus to INT, resistance to the most common elemental damage and some bonus evocation.
Water: The bonus to WIS and the spells are lackluster for a Fighter.
Gnomes: +2INT, darkvision and advantage on 3 magic saves? Works for me.
• Forest: More DEX is good for DEX guys; the rest is purely thematical. Up to you.
• Rock: More CON is good for all builds; the rest; as above.
• Deep: Gets blue in a campaign with a lot of dungeoneering, due to their superior darkvision and stealth bonus in rocky terrain.
• Goliath: Amazing for those STR builds, especially for the small damage reduction. A bonus proficiency in Athletics is dandy, too.
Halfling: +2DEX, rerolling 1’s and advantage against fear effects are good, but they lack darkvision unlike most small races.
• Lightfoot: More CHA? Bleh.
• Stout: More like DEX dwarves, huh? More CON and advantage against poison are nice.
• Half-Elf: The CHA bonus is a waste for you, and you’re not starving for skills either. This still gives you darkvision and charm resistance, so it's not red.
• Half-Orc: For STR builds who want to go full retard on the battlefield, negating death once per rest and critting harder will help you do that. Besides, you'll be an orc... casting spells!
• Human: +1 to all stats is, well... meh.
• Human (Variant): Now we're talking. A bonus skill is always good, and a feat is perfect for the EK, which usually boosts 3 attributes instead of 2 like the usual fighter.
• Tiefling: I like Tieflings, but the Charisma bonus and most of the spells (based on CHA) are a waste for EKs.
• Feral Tiefling (SCAG): This variant gives you +2DEX instead of +2CHA; if you really want to play a Tiefling, that’s the way to go. If you also manage to get the Winged variant, do it.
I've been interested in this subclass for a while now, and since the other guides on the subject seemed lackluster, I decided to make one myself.
Summary
STYLE
STATS
RACES
SKILLS
BACKGROUNDS
CLASS FEATURES
FEATS
SPELLS
MULTICLASSING
MISC. STRATEGY
SAMPLE BUILDS
Colors:
Gold: Mandatory for optimization.
Blue: Very good.
Black: Good, but there are better options out there.
Purple: Too situational or lackluster.
Red: Don't even.
So...
WHY GO FOR THE ELDRITCH KNIGHT?
• Coolness: If you enjoy ripping heads, the Fighter class is good for you. If you enjoy ripping heads in a cool, arcane, Blade-of-Fire way, the Eldritch Knight (EK, henceforth) is for you.
• Versatility: Magic furthers your roles both in combat (with more protection and area options) and out of it. Some of us get tired of just swinging weapons.
• Prowess: The low-levels spells of the EK may seem lackluster (especially at high levels), but when used appropriately with their class abilities, they make for an awesome combatant.
WHEN SHOULD YOU NOT PLAY AN ELDRITCH KNIGHT?
• If you want to focus on magic: In that case, go for a Valor Bard, or a Bladesinger Wizard.
• If you want the maximum raw damage: While the EK has some combos going for that, other archetypes (and classes, for that matter) will usually deal more damage than him.
STYLE
Here you must make a choice, which will define your entire career:
• STR-based melee EK: By going Strenght, you can shove and grapple enemies, use reach weapons and also have a higher AC. It will make you a little more MAD on overall, though.
Go for chain mail, and upgrade to full plate ASAP. If you plan for optimal AC, take a d8 weapon and a shield. If you plan for Great Weapon Master and reach, take a halberd or a pike.
• DEX-based melee EK: With a rapier as your main weapon, you will be less MAD, better at the important DEX saves and more efficient at the occasional ranged warfare. Important if you want to use Stealth, too.
Go for leather armor, upgranding to studded leather ASAP. The rapier is the weapon of choice out there, and not using a shield would be disgraceful.
• Archer: Yes, it's entirely possible, and not lacking at all. An EK archer is tougher and more versatile than those from other archetypes, as far as I can speculate (never seen one). Leather and bow, of course. Crossbows are viable, but will require Crossbow Expert for max efficiency.
STATS
• Strenght: If you went the STR way, it must obviously be your highest stat; otherwise it can be freely dumped.
• Dexterity: For DEX-melee and archers this is top priority; STR guys can leave this low but not dump it, since it governs Initiative, DEX saves, some skills and (sometimes) AC.
• Constitution: Being a Fighter, taking hits is part of your portfolio. Archers can start with a 14 without much trouble; others need higher values to get in the fray consistently.
• Intelligence: This determines the efficiency of your spells, both when attacking and determining save DCs. As such, it’s essential. Start with a number similar to CON, if possible. Note that it's possible to have an EK that dumps INT and focus on no-save, no-attack spells, but that will limit your spell selection and versatility, and make Eldritch Strike less awesome. If you're interested in that, check out the last sample build for an example.
• Wisdom: You're no cleric, but important skills are keyed off this, and failing a Wisdom save can take you out of the fight in a second, so dumping this is not an option. Go for 10 on a tight build, or 12 if you have a few points to spare. If you already plan on multiclassing to another class that requires Wisdom, leave it at 12 and take Resilient (WIS) later on.
• Charisma: if you want a charismatic combatant, go for a Paladin, or a Valor Bard. That said, if you're going for a CHA multiclass (probably Sorcerer) you will have to raise this to at least 13 and dump INT.
RACES
• Aarakocra (EE): Well, +2DEX and at-will flight sell this easily… if your DM approves it, that is.
• Aasimar: CHA and WIS? Not cool at all.
• Dragonborn: Viable for for STR EKs; according to my intel, the breath weapon is more useful than it seems. The resistance to a certain energy (when in doubt, choose fire) and darkvision are also very handy. It's a shame the CHA goes to waste.
Dwarves: With a solid CON, protection from poison and stonecunning, dwarves make great EKs.
• Hill: The +1 to Wisdom is not optimal, but it's hard to say no to more hp.
• Mountain: +2 to STR? Sign me up! For STR builds, of course.
• Duergar: Unless you're in an Underdark campaign, sunlight sensitivity will wreck you. A shame, since the other abilities are nice.
Elves: Focus on DEX melee or archery here. +2DEX, trance, darkvision and Perception proficiency are great for any EK.
• High Elf: Well, I bet these guys were the first of our kind. +1 int and a free cantrip are more valuable to an EK than to most classes.
• Wood Elf: Leave him to the ranger; the bonus speed is the only good thing here.
• Drow: +1 CHA and sunlight sensitivity kill this subrace.
• Eladrin: Pretty much like the High Elf, except for Misty Step 1/day which is timelessly good.
Genasi (EE): +2 to CON? Good start. Let’s look at the rest:
• Air: +1 DEX and Levitate make this a gold for archers, who usually want to avoid melee.
• Earth: +1 to STR and avoiding rocky difficult terrain is great, but chances are if you’re going for STR, Pass Without Trace won’t be of much use.
• Fire: Good for all builds with the bonus to INT, resistance to the most common elemental damage and some bonus evocation.
Water: The bonus to WIS and the spells are lackluster for a Fighter.
Gnomes: +2INT, darkvision and advantage on 3 magic saves? Works for me.
• Forest: More DEX is good for DEX guys; the rest is purely thematical. Up to you.
• Rock: More CON is good for all builds; the rest; as above.
• Deep: Gets blue in a campaign with a lot of dungeoneering, due to their superior darkvision and stealth bonus in rocky terrain.
• Goliath: Amazing for those STR builds, especially for the small damage reduction. A bonus proficiency in Athletics is dandy, too.
Halfling: +2DEX, rerolling 1’s and advantage against fear effects are good, but they lack darkvision unlike most small races.
• Lightfoot: More CHA? Bleh.
• Stout: More like DEX dwarves, huh? More CON and advantage against poison are nice.
• Half-Elf: The CHA bonus is a waste for you, and you’re not starving for skills either. This still gives you darkvision and charm resistance, so it's not red.
• Half-Orc: For STR builds who want to go full retard on the battlefield, negating death once per rest and critting harder will help you do that. Besides, you'll be an orc... casting spells!
• Human: +1 to all stats is, well... meh.
• Human (Variant): Now we're talking. A bonus skill is always good, and a feat is perfect for the EK, which usually boosts 3 attributes instead of 2 like the usual fighter.
• Tiefling: I like Tieflings, but the Charisma bonus and most of the spells (based on CHA) are a waste for EKs.
• Feral Tiefling (SCAG): This variant gives you +2DEX instead of +2CHA; if you really want to play a Tiefling, that’s the way to go. If you also manage to get the Winged variant, do it.
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