D&D 5E Up magic for Eldritch Knight


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While i think that Magic Initiate would be a nice feat, i would not use it at level 1 to pick up both Greenflame Blade and Booming Blade. Peronal preference, i would rather have something like Mage Hand.
Also... Does the spell from Magic Initiate allow slot casting to a EK? I suppose it does not, as an EK is not a Wizard, but... Opinions?

I personally would also take only one of those cantrips. I am just tired of explaining how useful other spells are. Today I played a level 1 adventure and mage hand and mesaage were the only spells cast. ;) And investigation and an intelligence saving throw won the day.
 

Ehrm guys not to break the bauble, it was already said that the PC is an Half-Orc :/

I believe it does as it is on the same spell list. I agree about utility. My plan to take it is to get access to another non abjur, non evoc selections early. At level 4, I want to have silent image, disguise self, thunder wave and shield. The fear is needed for that. I also want Mage hand, minor illusion, shocking grasp and perhaps dancing lights or blade ward. Sort of regretting half Orc since high elf would have netted me another cantrip choice. I could later also take spell sniper for a ranged cantrip I believe but hate to use a feat for that. I do need some ranged ability though. It's just hard for me to lose the utility.

I think ink trying to get more magic items is a good idea and perhaps ritual caster. Find familiar, detect magic....all really good stuff. But where to fit it all? This all means ASI are out for a bit too. Decisions decisions. I would dump initiate but want more cantrips. Ah well...

i I may have had a better concept initially with the elf too. Whatever. I shall make this a fun character regardless.

Prehaps elf would have been better mechanically, but roleplay-wise being an Half-Orc is going to be priceless :D Also it seems like you do not have access to SCAG :(
The problem i see with the choice of both talents and spells are:

1) Empty hands to cast. I know you have defensive style, but i know not of your setup. Pretty much all the spells you want have somatic components. Those require an empty hand. And Warcaster is not on your list of wanted feats. Is your master ok with using 2 handed weapons while casting? Mine is not (well, he is, as long as i chose to attack or not...). And i think he is not that "wrong" in saying that if you attacked on a turn you can't cast Shield as a reaction since your hands are both on the weapon - "you attacked this turn so your hands are both on the weapon" - even if probably by the rules i could.

Warcaster gets rid of this problem, but that's yet another Feat.

2) How many feats and when are you going to spend them? You have a wishlist of: Magic Initiate, Ritual Caster, Spell Sniper - and i would add Warcaster. Even with just the first 3 it's all the way to 8 level without an ASI spent as an ASI :D
That is very dependant on your stats i guess but... You have lots of spells that are based on INT for hit chance, saves and other checks.
And still a Fighter, needing fight-y stats.
Ritual Caster is good, but if you already have a ritual casting class its utility is very much diminished. And its value skyrockets if no ritual casters are present... Probably i would drop Spell Sniper entirely if not going for a Booming Blade Polearm Master Warcaster Spell Sniper "combo" - and that alone eats a lot of feats.

3) Spell selection in general. I would not take Silent Image. It's a fun spell, but you are probably going to use your action in other ways - and if you have casters on your team they are probably the ones that should take care of Illusions. Minor Image is more or less on the same boat, but i like it so much i can't really say "do not use it". Bladeward is underrated, but not much underrated. On an EK is less than a wasted acion than on others, but.. ehh. You'll probably have to make some heavy choices here. Also, i've never been a fan of save spells. It might be because i'm always on the side of "save" and not "suck", so i'm biased :P (True story, believe it or not: Last campaign i've played a Warlock. From start to finish i've cast lots of "save" spells. Not a single one passed. While levelling i sort of phased those out.)
Protection from Good and Evil is probably a very solid all around choice for a 1st level spell. Fighting use, "long" duration even if concentration, some utility should that be required. Probably more of a "later" swap, but that depends on what you are going to encounter i guess.

See Jeremy Crawford's discussion here:
http://www.sageadvice.eu/2015/09/27/magic-initiate-feat-ranger-and-eldritch-knight/

Sounds like the upshot is that if the EK picks a wizard spell with the feat, then he can cast it with one of his EK slots. But that wasn't quite the intention.

Basically, RAW yes, but unintented. Not going to break anything, not errataed, do whatever you think it's most fun. I can live with either :D

I personally would also take only one of those cantrips. I am just tired of explaining how useful other spells are. Today I played a level 1 adventure and mage hand and mesaage were the only spells cast. ;) And investigation and an intelligence saving throw won the day.

Oh sorry i misinterpreted. But well.. i agree :D
 


Jaelis,

i designed it it as an elf, then moments before switched to half Orc...now sort of regretting it. DM would probably allow a new character, but would have to be back at the keep and that sort of feels cheap! This is a tougher character but less magically inclined... I sort of wanted to play against type but am ambivalent now!
 

Jaelis,

i designed it it as an elf, then moments before switched to half Orc...now sort of regretting it. DM would probably allow a new character, but would have to be back at the keep and that sort of feels cheap! This is a tougher character but less magically inclined... I sort of wanted to play against type but am ambivalent now!

Really not that bad, Relentless Endurance is an amazing feature. +2 to strength and +1 to constitution are relevant stats for you. Darkvision is always useful. Savage attacks is a little bonus, but still its all good for a fighter.
 

So thanks to this discussion, I have decided to go with most of what I selected with the addition of a ranged cantrip---fire bolt. I will take magic initiate first, great weapon master second, and then consider alert or warcaster. DM agrees can take your hand off of a two handed weapon to cast...still some choices left, but it's a start....
 


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