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Your best Eldritch Knight?
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<blockquote data-quote="J-H" data-source="post: 9372109" data-attributes="member: 7020951"><p>Note: Magic items are a much bigger part of the growth and breadth of power for Fighters, Barbarians, and Rogues. They do the same thing at 20 that they do at 10, just with more hitpoints and better defenses of various sorts. Casters, on the other hand, go from Fireball, Banishment, and Mass Cure Wounds to Sunburst, Meteor Swarm, Gate, and Mass Healing Word over the same time period.</p><p>I recently decided that I like the idea of handing out 1-2 epic boons around level 13-18 to bring some more "special" online in terms of rogues becoming nearly invisible, barbarians ignoring DR, etc. </p><p></p><p>I have a 10th level EK built right now applying for a PBP campaign. Here's what I have.</p><p></p><p>Vuman, at level 10, 20 str, 16 con, 14 int, other stats not particularly important.</p><p><strong>Class Features</strong></p><p>Fighting style: Blind Fighting. Now I can fight in fog or magical Darkness or while blinded by Prismatic Wall or Sunburst without caring.</p><p>Weapon use: I'm using a one handed weapon and an open hand. I can either two-hand a versatile weapon for 1d10, or attack as normal and always have a hand free for grappling with my +13 Athletics score. The only way to easily get away will be teleportation, and that costs spell slots. Reasonably good lockdown potential.</p><p>War Magic: I can Booming Blade and then make a bonus action attack. This is the same as making two weapon attacks, but with BB damage on top. At level 11, it gets a bit trickier as I give up 2 attacks, but if I don't have any magic weapons that do + damage, BB's +2d8/+3d8 damage is better than an additional 1d8+5 damage. I can disengage for free thanks to Mobile, so I can BB melee enemies then move away, forcing them to chase me or use inferior ranged options. </p><p><strong>Feats: </strong></p><p>Mobile: Now my speed is 40' and I get free disengage, allowing me to maneuver around the battlefield nearly at will. Str 20 means I have a pretty good running jump for minor obstacles. I can reach most enemies in 1-2 rounds to hit them with my weapon or to grab them and keep them from escaping.</p><p>Heavy Armor Master: Most weapons do -3 damage. It's worthwhile for most of the game against most foes.</p><p>Skill Expert: Athletics. Bonus proficiency Religion because I expect undead.</p><p><strong>Spellcasting</strong></p><p>Cantrips:</p><p>Booming Blade for more melee lockdown and mobility constraint, + extra damage.</p><p>Lightning Lure, because if I can't quite reach an enemy, I may be able to make him GET OVER HERE. If he fails the save and comes closer, EK lets me attack (weapon or grapple) him as a bonus action since i used a cantrip.</p><p>Blade Ward, because I tank up and still make one attack as a BA with this cantrip.</p><p></p><p><strong>Spells:</strong> I don't have a lot of these.</p><p>Reactions: Absorb Elements & Shield. Good if I'm really going to get hit hard, like dragon breath. Too few slots to last through the day. The "AC X high with Shield!" problems always come with a 1-battle adventuring day.</p><p></p><p>Defensive: </p><p>Protection from Evil and Good (Concentration) because undead are around. </p><p>Warding Wind (Concentration) because it's good against archers, gas/cloud spells, and it makes the area around me difficult terrain, which helps keep enemies from running away.</p><p></p><p>Offensive: </p><p>Magic Missile, so I don't have to mess with a bow. </p><p>Tasha's Hideous Laughter (Concentration), although it doesn't pair well with hitting enemies so I don't know if I'll use it much. It's great a breaking Concentration, though.</p><p>Darkness (Concentration), because I have blindsight.</p><p></p><p>That's all.</p><p></p><p>Damage output with Booming Blade and BA attack at level 11 is 4d8+10 + 3d8 if the enemy moves, or a full attack is 3d8+15, plus anything added by a magic weapon.</p><p>That's 28+13.5 with BB or 28.5 on a full attack with no magic weapons. The added cantrip damage is that good.</p><p>At level 11 a rogue is attacking for 7d6+5 (29.5) and an EB Warlock for 3d10+15 (31.5), so the at-will damage is pretty much in line with everyone else assuming I'm just attacking and not doing any crowd control.</p><p></p><p>Weaknesses: Mental saves, Dex saves (Indomitable is only once per day), and a pretty low AC (18 without magic items). Low spell slot count (7) means I can only do 1-2 spells per battle. </p><p></p><p>Enemies with "free" teleportation can easily get away, and being good at grappling won't be so helpful if the rest of the party is casting ranged attack spells (although I can pick up a shield pretty easily). I want to fight enemies near pits of lava that I can shove/throw them into. A 200' wide featureless plain with no terrain features is my worst environment.</p></blockquote><p></p>
[QUOTE="J-H, post: 9372109, member: 7020951"] Note: Magic items are a much bigger part of the growth and breadth of power for Fighters, Barbarians, and Rogues. They do the same thing at 20 that they do at 10, just with more hitpoints and better defenses of various sorts. Casters, on the other hand, go from Fireball, Banishment, and Mass Cure Wounds to Sunburst, Meteor Swarm, Gate, and Mass Healing Word over the same time period. I recently decided that I like the idea of handing out 1-2 epic boons around level 13-18 to bring some more "special" online in terms of rogues becoming nearly invisible, barbarians ignoring DR, etc. I have a 10th level EK built right now applying for a PBP campaign. Here's what I have. Vuman, at level 10, 20 str, 16 con, 14 int, other stats not particularly important. [B]Class Features[/B] Fighting style: Blind Fighting. Now I can fight in fog or magical Darkness or while blinded by Prismatic Wall or Sunburst without caring. Weapon use: I'm using a one handed weapon and an open hand. I can either two-hand a versatile weapon for 1d10, or attack as normal and always have a hand free for grappling with my +13 Athletics score. The only way to easily get away will be teleportation, and that costs spell slots. Reasonably good lockdown potential. War Magic: I can Booming Blade and then make a bonus action attack. This is the same as making two weapon attacks, but with BB damage on top. At level 11, it gets a bit trickier as I give up 2 attacks, but if I don't have any magic weapons that do + damage, BB's +2d8/+3d8 damage is better than an additional 1d8+5 damage. I can disengage for free thanks to Mobile, so I can BB melee enemies then move away, forcing them to chase me or use inferior ranged options. [B]Feats: [/B] Mobile: Now my speed is 40' and I get free disengage, allowing me to maneuver around the battlefield nearly at will. Str 20 means I have a pretty good running jump for minor obstacles. I can reach most enemies in 1-2 rounds to hit them with my weapon or to grab them and keep them from escaping. Heavy Armor Master: Most weapons do -3 damage. It's worthwhile for most of the game against most foes. Skill Expert: Athletics. Bonus proficiency Religion because I expect undead. [B]Spellcasting[/B] Cantrips: Booming Blade for more melee lockdown and mobility constraint, + extra damage. Lightning Lure, because if I can't quite reach an enemy, I may be able to make him GET OVER HERE. If he fails the save and comes closer, EK lets me attack (weapon or grapple) him as a bonus action since i used a cantrip. Blade Ward, because I tank up and still make one attack as a BA with this cantrip. [B]Spells:[/B] I don't have a lot of these. Reactions: Absorb Elements & Shield. Good if I'm really going to get hit hard, like dragon breath. Too few slots to last through the day. The "AC X high with Shield!" problems always come with a 1-battle adventuring day. Defensive: Protection from Evil and Good (Concentration) because undead are around. Warding Wind (Concentration) because it's good against archers, gas/cloud spells, and it makes the area around me difficult terrain, which helps keep enemies from running away. Offensive: Magic Missile, so I don't have to mess with a bow. Tasha's Hideous Laughter (Concentration), although it doesn't pair well with hitting enemies so I don't know if I'll use it much. It's great a breaking Concentration, though. Darkness (Concentration), because I have blindsight. That's all. Damage output with Booming Blade and BA attack at level 11 is 4d8+10 + 3d8 if the enemy moves, or a full attack is 3d8+15, plus anything added by a magic weapon. That's 28+13.5 with BB or 28.5 on a full attack with no magic weapons. The added cantrip damage is that good. At level 11 a rogue is attacking for 7d6+5 (29.5) and an EB Warlock for 3d10+15 (31.5), so the at-will damage is pretty much in line with everyone else assuming I'm just attacking and not doing any crowd control. Weaknesses: Mental saves, Dex saves (Indomitable is only once per day), and a pretty low AC (18 without magic items). Low spell slot count (7) means I can only do 1-2 spells per battle. Enemies with "free" teleportation can easily get away, and being good at grappling won't be so helpful if the rest of the party is casting ranged attack spells (although I can pick up a shield pretty easily). I want to fight enemies near pits of lava that I can shove/throw them into. A 200' wide featureless plain with no terrain features is my worst environment. [/QUOTE]
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