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eldritch knight multiclass
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6601682" data-attributes="member: 6787650"><p>As noted previously, I don't really like multiclassing EK, but there is one multiclass build that I like if you happen to roll the right stats for it (it's pretty MAD). It's based on stealing abilities that scale with total level moreso than class level.</p><p></p><p>Levels 1-5: Eldritch Knight 5. (Fighters are very strong at low levels, gets you a second attack.)</p><p>Level 6: EK 5, Wizard 1. (Access to more first-level spells: Find Familiar, etc.)</p><p>Level 7-8: EK 5, Wizard 1, Warlock 2. (Two Warlock invocations, e.g. Agonizing Blast/Devil's Sight, plus short-rest spell slots for Shield/etc.)</p><p>Levels 9-13: EK 5, Necromancer 6, Warlock 2. Get access to Blur/Blink/Animate Dead for offense and defense, rituals like Leomund's Tiny Hut.</p><p>Levels 14-15: EK 7, Necromancer 6, Warlock 2.</p><p>Levels 16-20: ??? Go to Necromancer 11? Only if you have good Int though.</p><p></p><p>By level 15 you have two physical attacks per turn for killing magic-immune creatures like Rakshasa, but in a more normal scenario you're launching one physical attack and three Eldritch Blast beams per turn (which almost nothing is resistant to) while surrounded by a bodyguard of 19+ HP skeletons all doing 1d6 + 7 points of damage per attack. You've picked up three ASIs, and you're personally doing about as much damage as a regular fighter would, only yours is at range and almost unresistable (almost nothing has Force resistance) and you also have a broader spell portfolio than most Eldritch Knights at that level. With 4/3/3/2 slots but no 4th level spells known, your 4th level slots probably go toward keeping 12 skeletons up, while your 3rd level slots go to Blink or Fireball or Blade Song. Whereas a normal Eldritch Knight at that level might deal 30 damage per round to an AC 19 Red Dragon (60 using Action Surge), you'd be dealing 30.7 points of damage personally (no Sharpshooter for you, but 4 hits vs. 3) and you'd also also have 12 skeletons each doing 3.15 damage to it per turn and also soaking damage (228 HP total, or 492 with Inspired Leadership). You're about twice as combat-effective (double damage, double HP) and a lot more versatile too.</p><p></p><p>If I were going to play a solo character, this is the best fighter-mage I can imagine. And by "best" I mean "most fun for me," since my idea of fun isn't huge nova rounds that you can only do once--I like efficiency and consistency. I can conceive of taking on a CR 17 Red Dragon solo with this guy at level 15. It would be dicey but not suicide, which is more than I can say for any other Fighter/Mage build I can think of which doesn't rely on surprising the dragon or purple worm poison. YMMV though.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6601682, member: 6787650"] As noted previously, I don't really like multiclassing EK, but there is one multiclass build that I like if you happen to roll the right stats for it (it's pretty MAD). It's based on stealing abilities that scale with total level moreso than class level. Levels 1-5: Eldritch Knight 5. (Fighters are very strong at low levels, gets you a second attack.) Level 6: EK 5, Wizard 1. (Access to more first-level spells: Find Familiar, etc.) Level 7-8: EK 5, Wizard 1, Warlock 2. (Two Warlock invocations, e.g. Agonizing Blast/Devil's Sight, plus short-rest spell slots for Shield/etc.) Levels 9-13: EK 5, Necromancer 6, Warlock 2. Get access to Blur/Blink/Animate Dead for offense and defense, rituals like Leomund's Tiny Hut. Levels 14-15: EK 7, Necromancer 6, Warlock 2. Levels 16-20: ??? Go to Necromancer 11? Only if you have good Int though. By level 15 you have two physical attacks per turn for killing magic-immune creatures like Rakshasa, but in a more normal scenario you're launching one physical attack and three Eldritch Blast beams per turn (which almost nothing is resistant to) while surrounded by a bodyguard of 19+ HP skeletons all doing 1d6 + 7 points of damage per attack. You've picked up three ASIs, and you're personally doing about as much damage as a regular fighter would, only yours is at range and almost unresistable (almost nothing has Force resistance) and you also have a broader spell portfolio than most Eldritch Knights at that level. With 4/3/3/2 slots but no 4th level spells known, your 4th level slots probably go toward keeping 12 skeletons up, while your 3rd level slots go to Blink or Fireball or Blade Song. Whereas a normal Eldritch Knight at that level might deal 30 damage per round to an AC 19 Red Dragon (60 using Action Surge), you'd be dealing 30.7 points of damage personally (no Sharpshooter for you, but 4 hits vs. 3) and you'd also also have 12 skeletons each doing 3.15 damage to it per turn and also soaking damage (228 HP total, or 492 with Inspired Leadership). You're about twice as combat-effective (double damage, double HP) and a lot more versatile too. If I were going to play a solo character, this is the best fighter-mage I can imagine. And by "best" I mean "most fun for me," since my idea of fun isn't huge nova rounds that you can only do once--I like efficiency and consistency. I can conceive of taking on a CR 17 Red Dragon solo with this guy at level 15. It would be dicey but not suicide, which is more than I can say for any other Fighter/Mage build I can think of which doesn't rely on surprising the dragon or purple worm poison. YMMV though. [/QUOTE]
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