Eldritch Blade (Fighter/Warlock Hybrid)

So, compared to baseline fighter, it loses heavy armor, second wind, action surge, indomitable, the ASIs at 6 and 10, and the 4th attack capstone. It gains a warlock patron (but no pact), invocations at a lesser progression, and pact magic at about half progression.

Seems pretty decently balanced to me, although I think I'd like it to lose the 3rd attack. It's more MAD that a straight fighter, doesn't get the extra ASIs, and a few extra spells per short rest isn't going to tip it too far in the other direction, even using hex. Might be a little strong with the hexblade patron from the UA, but that's UA material. Would be fun with EK for a nice mix of spells (and cantrips and War Magic). Plus, this class can actually find some use for the invocations that give spells once per long rest (since they give access to spells they normally wouldn't be able to cast).
 

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My modifications are below.

That being said, I did the first 6 levels of a Fighter 1/Warlock X vs a Eldritch Blade X anyway, because it's useful information.
Assuming both went for Fiendish Vigor as an invocation, and that both took the Duelling fighting style:

Fighter 1 | Eldritch Blade 1
High dmg: 1d8+5 High dmg: 1d8+5
Low dmg: 1d8+5 Low dmg: 1d8+5
Avg dmg: 9.5 Avg dmg: 1d8+5
Effective Avg HP: 32.5 Effective Avg HP: 19
AC: 17 AC: 17


Fighter 1/Warlock 1 | Eldritch Blade 2
High dmg: 1d8+1d6+5 High dmg: 1d8+1d6+5
Low dmg: 1d8+5 Low dmg: 1d8+5
Avg dmg: 11.25 Avg dmg: 11.25
Effective Avg HP: 46.5 Effective Avg HP: 63
AC: 17 AC: 17

Fighter 1/Warlock 2 | Eldritch Blade 3
High dmg: 1d8+1d6+5 High dmg: 1d8+1d6+5
Low dmg: 1d8+1d6+5 Low dmg: 1d8+1d6+5
Avg dmg: 13 Avg dmg: 13
Effective Avg HP: 89.5 Effective Avg HP: 153
AC: 17 AC: 17
Assuming battleMaster for the eldritch blad (78 damage mitigation from parry.. this has already been added to the effective hp)

Fighter 1/Warlock 3 | Eldritch Blade 4
High dmg: 1d8+1d6+5 High dmg: 1d8+1d6+6
Low dmg: 1d8+1d6+5 Low dmg: 1d8+1d6+6
avg dmg: 13 Avg dmg: 14
Effective Avg HP: 100.5 Effective Avg HP: 165
AC: 17 AC: 18

Fighter 1/Warlock 4 | Eldritch Blade 5
High dmg: 1d8+1d6+6 High dmg: 2d8+2d6+6
Low dmg: 1d8+1d6+6 Low dmg: 2d8+2d6+6
Avg dmg: 14 Avg dmg: 28
Effective Avg HP: 101.5 Effective Avg HP: 177
AC: 18 AC: 18

Fighter 1/Warlock 5 | Eldritch Blade 6
High dmg: 2d8+2d6+6 High dmg: 2d8+2d6+6
Low dmg: 2d8+2d6+6 Low dmg: 2d8+2d6+6
Avg dmg: 28 Avg dmg: 28
Effective Avg HP: 112.5 Effective Avg HP: 189
AC: 18 AC: 18
Gets access to fireball but this does compete somewhat with hex due to limited spell slots.

As you may be able to discern, the Fighter 1/Warlock X has more effective HP, for the price of delaying a boost to attacking. Level 6 is actually wrong, as the Fighter/Warlock gets 3rd level spells, and thus Hex lasts longer than 1 combat. As both classes progress, the Eldritch Blade should take over in effective HP and melee damage output, while the Fighter/Warlock will gain more high level spells and quicker.

As you may be able to discern, the Eldritch Blade has much more effective hp at every level but level 1. I'd give the fighter/warlock the win at level 1. I'd give the eldritch blade the win at levels 2,3,4,5. I'd give them a tie at level 6.

...It makes a world of difference when you compare all abilities and don't just arbitrarily leave some out.
 
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So, compared to baseline fighter, it loses heavy armor, second wind, action surge, indomitable, the ASIs at 6 and 10, and the 4th attack capstone. It gains a warlock patron (but no pact), invocations at a lesser progression, and pact magic at about half progression.

Seems pretty decently balanced to me, although I think I'd like it to lose the 3rd attack. It's more MAD that a straight fighter, doesn't get the extra ASIs, and a few extra spells per short rest isn't going to tip it too far in the other direction, even using hex. Might be a little strong with the hexblade patron from the UA, but that's UA material. Would be fun with EK for a nice mix of spells (and cantrips and War Magic). Plus, this class can actually find some use for the invocations that give spells once per long rest (since they give access to spells they normally wouldn't be able to cast).
Eh, I considered it, but all the half casters get a martial boost at level 11 (Improved Divine Smite, Volley... I feel like I'm forgetting one).
 

Eh, I considered it, but all the half casters get a martial boost at level 11 (Improved Divine Smite, Volley... I feel like I'm forgetting one).
No, I hear you, I was thinking about that. Maybe Lifedrinker at 11, and a 3rd attack as the 20 capstone?
 

No, I hear you, I was thinking about that. Maybe Lifedrinker at 11, and a 3rd attack as the 20 capstone?

Maybe, yeah. Then again, I may still replace Lifedrinker with the Fighter Capstone, just to retain more of the original classes. That and to make it feel different to the Paladin.

Honestly this class was surprisingly easy. Unlike the Inquisitor (but like the Wildrager), things just fell into place at the appropriate levels. Like, once I'd put in Spellcasting, Extra Attacks and archetype features, there was very little left needing to be added.
 

Maybe, yeah. Then again, I may still replace Lifedrinker with the Fighter Capstone, just to retain more of the original classes. That and to make it feel different to the Paladin.
Makes sense. Post 11+ balance isn't really that tight anyway with the core classes. It's more important to have level 11 with a major feature.
 

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