D&D 5E Multiclassing my lvl 10 Eldritch Knight, need tips.


log in or register to remove this ad

What are you trying to accomplish by multiclassing? This is necessary to know before even considering it or being able to offer any useful advice.

Why would you multiclass 1 level before getting the second extra attack at 11?

How does the character have 110 hit points at 10th level?
 


Why the repeated spells? Perhaps you are unaware that in 5e using one of your spells doesn't mean you can't use that same spell again, if you have the appropriate spell slot available that is. There is no need to prepare multiple versions of the same spell. Get some utility and defense spells in there instead of your repeats.
 


Do you want more offensive magic, defensive magic, healing, more non-magical attack options, more mobility, or more ways to fit a certain style (ex. fire-themed character)?
 

Yeah as mentioned above, it's impossible to help you without knowing what you're wanting from your character? Why would you want to multiclass at all?

The two most obvious multiclass option to me would be either Barbarian for Rage goodies that you'd only use after you run out of spells, and Wizard to get way more and better spells. Abjuration and Divination come to mind as two great options. A Fighter with the Abjur's Arcane Ward is silly tanky. But really any Wiz school would work depending on what you wan to do. You have a surprisingly low Int but your hit points do not reflect that.

EDIT: You actually don't qualify for multiclassing for most classes as they require a minimum or 13 in their main stat so it looks like your ONLY options are Barb and Wiz.
 
Last edited:

You're only eligible to MC with Strength and Intelligence classes based upon your current attributes. That means Barbarian (which does not work with spells) or Wizard.

Even if you don't have a power gaming bone in your body, getting that third attack per round is too much fun. Take that 11th level as a EK. Then I'd advise sticking with EK until you get to 14th level so that you can get haste. From there, going wizard to add more spell slots and a more diverse spell selection is fine, but so is sticking with EK. The way the multiclassing system works, I'd stick with EK to 15, actually, as levels round down from EK so you always want to leave it behind once you have a level divisible by 3. That means you have a choice between 5 levels of wizard (giving you slots of a 10th level wizard, but spells of 3rd level and below only) or EK to 20 and slots of a 7th level wizard, but 4th level spells. So, wizard route would be two extra fourth and fifth level slots, but no fourth and fifth level spells, or EK route without those slots, but with the ability to get 4th level spells. Class abilities also have a major impact there on which option you want. Adding Diviner to EK is interesting.
 

Then I'd advise sticking with EK until you get to 14th level so that you can get haste.
That's fine from a combat effectiveness standpoint, but the OP seems to want to multiclass for some reason, and there's no guarantee the campaign will go all the way to 20. Best do it early enough to reap the benefits. If the OP stays fighter till 14, then MCs into diviner in order to get Portent, and the campaign ends at 15, s/he will be a Sad Panda. (And it's not like picking up wizard levels now will prevent you from taking more EK levels later.)

I agree with the general sentiment that it's insane to multiclass one level shy of your third attack. Stick with fighter till level 11. After that, wizard is the obvious class to MC into, and the big choice is which tradition you go with. The level 2 tradition feature is the important thing here. You are unlikely to get to the level 6 feature, or to enjoy it very long if you do.

If you're allowed to use Xanathar's Guide to Everything, the choice is clear: War Magic. +3 to initiative and you can give yourself +2 to AC or +4 to any saving throw, as a reaction, at will, no usage limit. (It does prevent you from casting non-cantrip spells on your next turn. OH NOES. You'll just have to walk up to the enemy and Cuisinart them with your three attacks per round, how sad.)

If you don't have or aren't allowed XGtE, your best options are Abjuration for a batch of quasi-hit points that refreshes every time you cast shield; Divination for the ever-popular Portent; or Enchantment or Illusion if you'd like to bolster your capabilities outside of combat.

For spell selection, focus on utility magic. Do not take damage spells; in a level 12+ campaign, low-level damage spells are a waste of your action*. But feather fall, charm person, find familiar, Tenser's floating disk, alter self, detect thoughts, invisibility, see invisibility, misty step, suggestion... those will serve you well even at high levels.

[size=-2]*Unless the campaign runs long enough for you to reach wizard 5. Fireball is so good that it's worth having even at level 16.[/size]
 
Last edited:

If you want something other than Barb or Wiz, you could get your EK to level 12 - get the extra attack and then ASI to bump Dex to 13. Then at next level, dip into Rogue.
 

Remove ads

Top