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<blockquote data-quote="Benjamin Olson" data-source="post: 8488760" data-attributes="member: 6988941"><p>I'd probably take Wizard up to 5, and at least to level 3 or 4. Firstly because the first 3 spell levels have lots of personal combat buff oriented spells you will want for your true calling as an Eldritch Knight, and you just won't be able to learn enough of them as an Eldritch Knight. Secondly because then you can get most of the ritual spells, which you, as a Wizard don't have to prepare to ritually cast, and that saves the Druid and Cleric from needing to prepare them. Thirdly because getting up to Wizard 5 means that you can learn Counterspell (the only other person in the group who can is presumably the Warlock, and it's a big ask of a Warlock to spend one of their two spells per rest counterspelling). Fourthly because getting up to Wizard 5 achieves the ultimate flex of the Fighter/Wizard combo in 5e: being the only guy who can chuck a Fireball, decide he likes the result but that the situation could use more Fireball, and Action Surge to chuck a second one in the same turn.</p><p></p><p>Other good directions to go are a couple Paladin levels to turn your spell slots into smites (if you have the Strength and Charisma to qualify) or two or three Rogue levels for additional damage, skill expertise, and mobility (if you have the Dexterity to qualify).</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8488760, member: 6988941"] I'd probably take Wizard up to 5, and at least to level 3 or 4. Firstly because the first 3 spell levels have lots of personal combat buff oriented spells you will want for your true calling as an Eldritch Knight, and you just won't be able to learn enough of them as an Eldritch Knight. Secondly because then you can get most of the ritual spells, which you, as a Wizard don't have to prepare to ritually cast, and that saves the Druid and Cleric from needing to prepare them. Thirdly because getting up to Wizard 5 means that you can learn Counterspell (the only other person in the group who can is presumably the Warlock, and it's a big ask of a Warlock to spend one of their two spells per rest counterspelling). Fourthly because getting up to Wizard 5 achieves the ultimate flex of the Fighter/Wizard combo in 5e: being the only guy who can chuck a Fireball, decide he likes the result but that the situation could use more Fireball, and Action Surge to chuck a second one in the same turn. Other good directions to go are a couple Paladin levels to turn your spell slots into smites (if you have the Strength and Charisma to qualify) or two or three Rogue levels for additional damage, skill expertise, and mobility (if you have the Dexterity to qualify). [/QUOTE]
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