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Not a fan of the new Eldritch Knight
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<blockquote data-quote="Tawek21" data-source="post: 9526424" data-attributes="member: 7048252"><p>I pruned my post a bit, so I didn't include all the spells and I didn't include options after level 11.</p><p></p><p>I definitely agree on absorb elements as one of the wizard spells (it's not in 2024 rules so far, but I think most tables would allow it).</p><p></p><p>I picked Healing Word because being able to bring the healer back if they go down is incredibly useful. Another useful option might be Goodberry, if no one in the party has it. One of the great improvements of 2024 is that we can change magic initiate spells each time we level, so I can steadily change the two level 1 spells and 4 cantrips from magic initiate.</p><p></p><p>For me, the key thing about this build is fun. Fighters that just hit things could get a bit samey. But with the spells EK gets and the extra spells and cantrips in this build, there should be a fair bit of variety - and a chance to try out new combos that might surprise the party.</p><p></p><p>With that in mind, your choice of faerie fire may be better. A lot of players don't use faerie Fire but it's a great spell. Having it as an option might be the most fun.</p><p></p><p>But I think the most fun will come at level 10. At that level, the full casters may casting fifth level spells, but is a a fifth level spell necessarily better than a second level save or suck spell with disadvantage on the save?</p><p></p><p>For the fun of variety, I think I'd swap around the save or suck spell each level (eg suggestion, hold person, phantasmal force or levitate, with Tasha's Hideous Laughter or sleep if a first level spell is preferable).</p><p>To be honest, I'm a big fan of the cleric spell command, but I couldn't see a way to fit it into the build.</p></blockquote><p></p>
[QUOTE="Tawek21, post: 9526424, member: 7048252"] I pruned my post a bit, so I didn't include all the spells and I didn't include options after level 11. I definitely agree on absorb elements as one of the wizard spells (it's not in 2024 rules so far, but I think most tables would allow it). I picked Healing Word because being able to bring the healer back if they go down is incredibly useful. Another useful option might be Goodberry, if no one in the party has it. One of the great improvements of 2024 is that we can change magic initiate spells each time we level, so I can steadily change the two level 1 spells and 4 cantrips from magic initiate. For me, the key thing about this build is fun. Fighters that just hit things could get a bit samey. But with the spells EK gets and the extra spells and cantrips in this build, there should be a fair bit of variety - and a chance to try out new combos that might surprise the party. With that in mind, your choice of faerie fire may be better. A lot of players don't use faerie Fire but it's a great spell. Having it as an option might be the most fun. But I think the most fun will come at level 10. At that level, the full casters may casting fifth level spells, but is a a fifth level spell necessarily better than a second level save or suck spell with disadvantage on the save? For the fun of variety, I think I'd swap around the save or suck spell each level (eg suggestion, hold person, phantasmal force or levitate, with Tasha's Hideous Laughter or sleep if a first level spell is preferable). To be honest, I'm a big fan of the cleric spell command, but I couldn't see a way to fit it into the build. [/QUOTE]
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