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Bellator Arcana - The Eldritch Knight Guide
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<blockquote data-quote="LightningArrow" data-source="post: 6836555" data-attributes="member: 6805992"><p><strong>MULTICLASSING</strong></p><p>Two things are worth noting: first, there is nothing wrong with going pure EK, mainly because you will get four attacks, more ASIs than anyone and extra Action Surge. Second, I would suggest taking at least 12 EK levels to build one, since three attacks and extra ASIs speak volume. That being said...</p><p></p><p></p><p>• <span style="color: #ff0000">Barbarian:</span> Not casting spells while in a rage? Forget it.</p><p></p><p></p><p>• <span style="color: #ff0000">Bard:</span> You don't have the CHA for it. Go Wizard instead.</p><p></p><p></p><p>• Cleric: If you happen to have 13 WIS, a few War Cleric levels gets you nice offensive features, along with good spells and extra spell slots.</p><p></p><p></p><p>• <span style="color: #800080">Druid:</span> What? The spells aren't bad, but... nothing's very good either.</p><p></p><p></p><p>• <span style="color: #ff0000">Monk:</span> Nothing of value to you going on here.</p><p></p><p></p><p>• <span style="color: #800080">Paladin:</span> CHA and STR required. The only good thing I can see going on for it is Divine Smite.</p><p></p><p></p><p>• Ranger: For archer builds who can bother with a 13 WIS, this will give you another fighting style, spell slots that progress at every two levels and some more DPR. No more than 4 levels.</p><p></p><p></p><p>• <span style="color: #0000cd">Rogue:</span> Viable for DEX builds not only for Sneak Attack, but also due to their extra defensive abilities. It's worth noting that by going Arcane Trickster, you can get spell slots as if you were taking one-third of your level in the wizard class.</p><p></p><p></p><p>• Sorcerer: With Quickened Spell/Twinned Spell and Action Surge, you can completely destroy the action economy of the game, but that would require boosting CHA and forget INT. Up to you.</p><p></p><p></p><p>• <span style="color: #ff0000">Warlock:</span> More CHA, this time without much use to anything.</p><p></p><p></p><p>• <span style="color: #daa520">Wizard:</span> Extra slots and extra spell selection based on any school are good enough by themselves, and the school features make it better. If you're not an elf you should choose between the schools of divination and evocation, but if you are...</p><p>Bladesinger: Gents, throw your shields away. You're now adding INT to your AC. Oh yeah! The bonus on speed and concentration is also aces. Don't take more than five levels, though, since Extra Attack goes to waste.</p><p></p><p></p><p><strong>GENERAL STRATEGY</strong></p><p></p><p></p><p>- Armor class: As you’ve noticed, EKs are the best defensive Fighters out there. I have mentioned the use of two-handed weapons, but they really shine with a shield in hand. Here’s how AC can work for a STR build (DEX builds should be one point behind with max DEX):</p><p>Full plate + shield: 20</p><p>Full plate + shield + Defense fighting style: 21</p><p>Full plate + shield + Defense fighting style + Shield (spell): 26</p><p>Full plate + shield + Defense fighting style + Shield (spell) + Shield of Faith (obtained through Magic Initiate): <span style="color: #daa520"><strong>28</strong></span></p><p></p><p></p><p>I'm not aware of any other build with this much AC.</p><p></p><p></p><p>If you have Blur instead of Shield of Faith, it makes them attack you with disadvantage. If you have Mirror Image, they have to gamble to hit you and not one of your three copies. Both spells are available at level 8, or maybe even earlier if you multiclass with Wizard.</p><p></p><p></p><p>- Damage: In some high-level fights you will prefer to concentrate on damaging spells rather than defensive ones. The best of those will be the ones that use your bonus action to deal damage (such as Melf’s Minute Meteors and Storm Sphere).</p><p></p><p></p><p>- Diversification: As you might have noticed, 90% of your saves target DEX, and you need to add diversity to that. Shatter is a good start, since it targets CON. When possible, also grab one that requires a WIS save (good example below). That way, you won’t be extremely pigeonholed. The same goes for energy types, too.</p><p></p><p></p><p>- Hold Person + Eldritch Strike + Action Surge: On the first round, attack a humanoid in any fashion you like. On the second one, cast Hold Person (they will save with disadvantage). On that same round, Action Surge to perform your regular attack routine, except this time with advantage… and critting on every hit. Who needs a Champion?</p><p></p><p></p><p>- Teamwork: Your job is very simple, kill all enemies without getting killed, and if possible protect your comrades. Really, that’s it.</p><p>EKs enjoy being buffed. A lot. Some of the things they enjoy are Bless, Warding Bond (if the cleric is not taking damage too), Haste, Greater Invisibility and of course, Bardic Inspiration.</p><p>It’s also important to note that they require less healing than the average combatant, simply because they take less damage. For this same reason, healing spells are more valuable on them than say, a Ranger or a Paladin. Whenever possible, show love to your EK neighbor, and they shall reward you.</p><p></p><p></p><p><strong>SAMPLE BUILDS</strong></p><p></p><p></p><p>• <strong>Tank</strong></p><p>Variant Human EK20</p><p>ST16, DX8, CO16, IN15, WI10, CH8 (racial stats on ST and CO)</p><p>Starting feat: Magic Initiate (for Shield of Faith; if starting close to level 14, take Resilient [WI] and grab Haste instead)</p><p>ASI's (4): ST+4, CO+2, IN+1 WI+1</p><p>Feats (3): Resilient (WI), War Caster, Alert/Mage Slayer (if starting close to level 14, pick both)</p><p>Spells: C - booming blade, green flame blade, frostbite; 1 - shield, absorb elements, mage armor; 2 - shatter, mirror image, hold person; 3 - lightning bolt, haste, melf's minute meteors; 4 - fire shield, ice storm, greater invisibility</p><p></p><p></p><p>Defense fighting style, full plate ASAP and shield. I'd go for a Warhammer. Mad AC. Alert makes up for the bad DX. Spells to deal with hundreds of situations. Simple and fun.</p><p></p><p></p><p>• <strong>Arcane Archer</strong></p><p>Eladrin EK12/Diviner Wizard 8</p><p>ST8, DX17, CO14, IN16, WI10, CH8</p><p>ASI's (3): DX+2, IN+2, CO+2</p><p>Feats (3): Sharpshooter, Resilient (DX), Lucky/Mobile</p><p>EK spells: C - ray of frost, shocking grasp, thunderclap; 1 - absorb elements, shield, mage armor, expeditious retreat, protection from evil and good; 2 - hold person, gust of wind</p><p>Wizard spells: C - light, message, mage hand, frostbite; 1 - detect magic, tasha's hideous laughter; 2 - blindness/deafness, darkvision, magic weapon, mirror image, see invisibility; 3 - fly, fireball, haste; 4 - greater invisibility, polymorph</p><p></p><p></p><p>Sharpshooter and five fighter levels ASAP, the rest of the progression is up to you. The wizard school is just a suggestion, but Portent and Lucky save all your bad rolls and almost assure enemies will fail your saves. Arcane Recovery and Expert Divination also help you to recover spell slots, making longer days easier. If you don't care too much about a third feat, go for Wizard 9 and grab 5th-level spells.</p><p></p><p></p><p>• <strong>Dumb Eldritch Sorcerer</strong></p><p>Mountain Dwarf EK11/Wild Magic Sorcerer 9</p><p>ST17, DX8, CO17, IN8, WI10, CH14</p><p>ASI's (3): ST+2, ST+1 CO+1, CH+2</p><p>Feats (2): Resilient (WI), Great Weapon Master/Sentinel</p><p>EK spells: C - booming blade, green flame blade; 1 - absorb elements, find familiar, protection from evil and good, shield; 2 - darkness, see invisibility</p><p>Sorcerer spells: C - frostbite, fire bolt, light, minor illusion, shocking grasp; 1 - charm person, expeditious retreat; 2 - blindness/deafness, mirror image; 3 - fear, lightning bolt; 4 - banishment, watery sphere; 5 - dominate person, hold monster</p><p></p><p></p><p>For those who plan on dumping INT. Quicken/Heighten Spell and Eldritch Strike go hand in hand, and Action Surge makes you a behemoth (casting a spell and doubling your attacks). Obviously don't take EK spells that require saves or attack rolls. Two-handed weapon recommended to forgo War Caster.</p><p></p><p></p><p>Thank you for your time.</p></blockquote><p></p>
[QUOTE="LightningArrow, post: 6836555, member: 6805992"] [B]MULTICLASSING[/B] Two things are worth noting: first, there is nothing wrong with going pure EK, mainly because you will get four attacks, more ASIs than anyone and extra Action Surge. Second, I would suggest taking at least 12 EK levels to build one, since three attacks and extra ASIs speak volume. That being said... • [COLOR=#ff0000]Barbarian:[/COLOR] Not casting spells while in a rage? Forget it. • [COLOR=#ff0000]Bard:[/COLOR] You don't have the CHA for it. Go Wizard instead. • Cleric: If you happen to have 13 WIS, a few War Cleric levels gets you nice offensive features, along with good spells and extra spell slots. • [COLOR=#800080]Druid:[/COLOR] What? The spells aren't bad, but... nothing's very good either. • [COLOR=#ff0000]Monk:[/COLOR] Nothing of value to you going on here. • [COLOR=#800080]Paladin:[/COLOR] CHA and STR required. The only good thing I can see going on for it is Divine Smite. • Ranger: For archer builds who can bother with a 13 WIS, this will give you another fighting style, spell slots that progress at every two levels and some more DPR. No more than 4 levels. • [COLOR=#0000cd]Rogue:[/COLOR] Viable for DEX builds not only for Sneak Attack, but also due to their extra defensive abilities. It's worth noting that by going Arcane Trickster, you can get spell slots as if you were taking one-third of your level in the wizard class. • Sorcerer: With Quickened Spell/Twinned Spell and Action Surge, you can completely destroy the action economy of the game, but that would require boosting CHA and forget INT. Up to you. • [COLOR=#ff0000]Warlock:[/COLOR] More CHA, this time without much use to anything. • [COLOR=#daa520]Wizard:[/COLOR] Extra slots and extra spell selection based on any school are good enough by themselves, and the school features make it better. If you're not an elf you should choose between the schools of divination and evocation, but if you are... Bladesinger: Gents, throw your shields away. You're now adding INT to your AC. Oh yeah! The bonus on speed and concentration is also aces. Don't take more than five levels, though, since Extra Attack goes to waste. [B]GENERAL STRATEGY[/B] - Armor class: As you’ve noticed, EKs are the best defensive Fighters out there. I have mentioned the use of two-handed weapons, but they really shine with a shield in hand. Here’s how AC can work for a STR build (DEX builds should be one point behind with max DEX): Full plate + shield: 20 Full plate + shield + Defense fighting style: 21 Full plate + shield + Defense fighting style + Shield (spell): 26 Full plate + shield + Defense fighting style + Shield (spell) + Shield of Faith (obtained through Magic Initiate): [COLOR=#daa520][B]28[/B][/COLOR] I'm not aware of any other build with this much AC. If you have Blur instead of Shield of Faith, it makes them attack you with disadvantage. If you have Mirror Image, they have to gamble to hit you and not one of your three copies. Both spells are available at level 8, or maybe even earlier if you multiclass with Wizard. - Damage: In some high-level fights you will prefer to concentrate on damaging spells rather than defensive ones. The best of those will be the ones that use your bonus action to deal damage (such as Melf’s Minute Meteors and Storm Sphere). - Diversification: As you might have noticed, 90% of your saves target DEX, and you need to add diversity to that. Shatter is a good start, since it targets CON. When possible, also grab one that requires a WIS save (good example below). That way, you won’t be extremely pigeonholed. The same goes for energy types, too. - Hold Person + Eldritch Strike + Action Surge: On the first round, attack a humanoid in any fashion you like. On the second one, cast Hold Person (they will save with disadvantage). On that same round, Action Surge to perform your regular attack routine, except this time with advantage… and critting on every hit. Who needs a Champion? - Teamwork: Your job is very simple, kill all enemies without getting killed, and if possible protect your comrades. Really, that’s it. EKs enjoy being buffed. A lot. Some of the things they enjoy are Bless, Warding Bond (if the cleric is not taking damage too), Haste, Greater Invisibility and of course, Bardic Inspiration. It’s also important to note that they require less healing than the average combatant, simply because they take less damage. For this same reason, healing spells are more valuable on them than say, a Ranger or a Paladin. Whenever possible, show love to your EK neighbor, and they shall reward you. [B]SAMPLE BUILDS[/B] • [B]Tank[/B] Variant Human EK20 ST16, DX8, CO16, IN15, WI10, CH8 (racial stats on ST and CO) Starting feat: Magic Initiate (for Shield of Faith; if starting close to level 14, take Resilient [WI] and grab Haste instead) ASI's (4): ST+4, CO+2, IN+1 WI+1 Feats (3): Resilient (WI), War Caster, Alert/Mage Slayer (if starting close to level 14, pick both) Spells: C - booming blade, green flame blade, frostbite; 1 - shield, absorb elements, mage armor; 2 - shatter, mirror image, hold person; 3 - lightning bolt, haste, melf's minute meteors; 4 - fire shield, ice storm, greater invisibility Defense fighting style, full plate ASAP and shield. I'd go for a Warhammer. Mad AC. Alert makes up for the bad DX. Spells to deal with hundreds of situations. Simple and fun. • [B]Arcane Archer[/B] Eladrin EK12/Diviner Wizard 8 ST8, DX17, CO14, IN16, WI10, CH8 ASI's (3): DX+2, IN+2, CO+2 Feats (3): Sharpshooter, Resilient (DX), Lucky/Mobile EK spells: C - ray of frost, shocking grasp, thunderclap; 1 - absorb elements, shield, mage armor, expeditious retreat, protection from evil and good; 2 - hold person, gust of wind Wizard spells: C - light, message, mage hand, frostbite; 1 - detect magic, tasha's hideous laughter; 2 - blindness/deafness, darkvision, magic weapon, mirror image, see invisibility; 3 - fly, fireball, haste; 4 - greater invisibility, polymorph Sharpshooter and five fighter levels ASAP, the rest of the progression is up to you. The wizard school is just a suggestion, but Portent and Lucky save all your bad rolls and almost assure enemies will fail your saves. Arcane Recovery and Expert Divination also help you to recover spell slots, making longer days easier. If you don't care too much about a third feat, go for Wizard 9 and grab 5th-level spells. • [B]Dumb Eldritch Sorcerer[/B] Mountain Dwarf EK11/Wild Magic Sorcerer 9 ST17, DX8, CO17, IN8, WI10, CH14 ASI's (3): ST+2, ST+1 CO+1, CH+2 Feats (2): Resilient (WI), Great Weapon Master/Sentinel EK spells: C - booming blade, green flame blade; 1 - absorb elements, find familiar, protection from evil and good, shield; 2 - darkness, see invisibility Sorcerer spells: C - frostbite, fire bolt, light, minor illusion, shocking grasp; 1 - charm person, expeditious retreat; 2 - blindness/deafness, mirror image; 3 - fear, lightning bolt; 4 - banishment, watery sphere; 5 - dominate person, hold monster For those who plan on dumping INT. Quicken/Heighten Spell and Eldritch Strike go hand in hand, and Action Surge makes you a behemoth (casting a spell and doubling your attacks). Obviously don't take EK spells that require saves or attack rolls. Two-handed weapon recommended to forgo War Caster. Thank you for your time. [/QUOTE]
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