Dd eldritch knight handbook




















Default Rules : Tailor-made to be a melee Monster. They still make a great Champion, especiall with a Greataxe in hand, and Relentless Endurance is great on front-line characters who frequently draw a lot of attacks.

Grab a greataxe. A good option for ranged builds, Rabbit Hop allows you to break out of melee safely without spending your Action. Default Rules : A bonus to Dexterity makes the Halfling great for both Finesse and Archery builds, and Lucky is fantastic when you make as many attacks as a Fighter does. It provides a great way to turn near-miss failed rolls into successes, especially if you have numerous alies nearby.

This provides great insurance against problematic saving throws. Default Rules : An interest option for Eldritch Knights. Saving Face will help cover the difference in your attack bonus until you get enough Ability Score Increases to get your Dexterity or Strength up to 20, which fortunately the Figher does faster than anyone else. The Variant Human is especially appealing for the Champion Fighter because the Champion is mechanically simple.

Adding the additional complexity of a feat can do a lot to make the Champion more engaging to play in combat. Pack Tactics is still great, and Sunlight Sensitivity is still a pain, but Pack Tactics conveniently provides a way to negate it. But Hungry Jaws is still Strength-based, so it may be better to go for a Stength-based melee build and ignore Natural Armor.

Default Rules : Tempting but frustrating due to their ability score increases not lining up well with their needs. With 20 Dexterity you can match full plate AC without wearing armor. Among the better aquatic options, Leviathan Will provides a robust defensive option against a long list of harmful status conditions which any adventurer is sure to face.

Default Rules : Increases to both Strength and Dexterity are difficult to use at the same time, but it means that you can build your Fighter nearly however you want. Leviathan Will offers some useful defenses against status effects, and two additional skills help you to diversify your capabilities beyond fighting stuff. Dexterity-based melee builds also work great for the Owlin for the same reason, but the appeal of fighting enemies in the dark from outside of their Darkvision range is significant.

Note that errata has corrected the multiple versions of the Orc to all provide the same traits. The Intelligence decrease has been removed, and the Primal Intuition now allows selecting two skills from a list. A great option for any melee build, Aggressive allows you to quickly close to melee without sacrificing your Action to Dash. Default Rules : Perfect ability scores from Strength-based builds, Aggressive gets you into melee quickly, and two additional skills can add some useful options outside of combat.

Default Rules : Similar to the kenku, the Tabaxi makes an excellent rogue-ish fighter. The innate spellcasting is Charisma-based, so anything which requires an attack or a save is difficult for most fighters to use, but might be viable for a Purple Dragon Knight.

Default Rules : Darkvision and Fire resistance are both great, and the bonus spells can be very helpful, but ability score increases are a problem for most of the subraces.

You may also have trouble with the innate spellcasting because so much of it requires a spell attack or allows a saving throw. Customized Origin : With perfect ability scores on the table for every race, there is no niche for the Tortle. You might get slightly better AC at low levels for Dexterity-based builds before other fighters hit 20 Dexterity at level 6, but that is nowhere near enough. Default Rules : Strength and natural armor are great, but once you can afford full plate armor the Tortle will fall behind and you lose your most notable racial trait.

Telepathic Insight protects you from the most common mental saves, which is great since fighters are so easily taken out by mental stuff. Black Blood Healing will help pad your hit dice a little bit, and Limited Telepathy can be helpful for sneaky fighters. You do need to deal with the weird size mechanic, but on a Dexterity-based buiild this will work reasonably well.

Default Rules : Bad ability spread. Setting-specific races are address below. Talk to your DM about what races are allowed in your game. Dual Mind provides an important defense, but other options like the Yuan-Ti Pureblood and the Verdan are more appealing and may be more broadly effective at protecting you from stuff that hurts your brains. Default Rules : Darkvision is a great start, and several of the Shifter subraces support some fighter builds.

You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase. Default Rules : Constitution, a flexible ability increase, a pile of useful resistances that cover things that front-lint martial characters frequently face, and a bonus to AC which puts you ahead of every other heavyily-armored character in the game.

A warforged fighter with full plate armor, a shield, and the Defense fighting style sits at 22 AC without magic items or spells, making you nearly untouchable. While the design intent for Dragonmarks was that they would offer some innate spellcasting for everyone, every dragonmark includes an expanded spell list which is arguably a more significant benefit than most of the provided racial traits.

Dragonmark traits replace some of your normal racial traits, as described in the entry for each Dragonmark. Customized Origin : The natural armor is useless for the Fighter, and while Loxodon Serenity is great for the Fighter, numerous other races get that same defense. A great choice for a Strength-based melee build.

Default Rules : Fantastic and Versatile. Animal Enhancement can benefit the Fighter in much the same way that a feat does. Daunting Roat provides a great crowd control effect, and since the DC is Constitution-based it should be reasonably reliable. Share on. You should be logged in to clone a site. Fighter: Eldritch Knight. Source: Player's Handbook Eldritch Knight Spellcasting Spell Slots per Spell Level Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 - - - 4th 2 4 3 - - - 5th 2 4 3 - - - 6th 2 4 3 - - - 7th 2 5 4 2 - - 8th 2 6 4 2 - - 9th 2 6 4 2 - - 10th 3 7 4 3 - - 11th 3 8 4 3 - - 12th 3 8 4 3 - - 13th 3 9 4 3 2 - 14th 3 10 4 3 2 - 15th 3 10 4 3 2 - 16th 3 11 4 3 3 - 17th 3 11 4 3 3 - 18th 3 11 4 3 3 - 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips You learn two cantrips of your choice from the wizard spell list. Spell Slots The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells.

Arcane Charge At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Android Alchemy. This site uses Akismet to reduce spam. Learn how your comment data is processed. Skip to content Class Guides Classes Players. Table of Contents. Did you know? Fill out the form below to receive Escape From Mt.

Balefor for free! This field is for validation purposes and should be left unchanged. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house. He is the author of Escape from Mt. Balefor and The Heroes of Karatheon. Mike specializes in character creation guides for players, homebrewed mechanics and tips for DMs, and one-shots with unique settings and scenarios.

Follow Mike on Twitter. Download our newest adventure! Hey Ruxpyn! Hey there! Added that in! Thanks, SamtheHam. They may only learn Evocation and Abjuration spells from the Wizard list. PHB pg. Have a wonderful day. Thanks for writing in! Thanks for the guide. Keep up the good work. Leave a Reply Cancel reply Your email address will not be published. Whenever possible, show love to your EK neighbor, and they shall reward you. This is a list tailored to EKs; not all good items will be here, just the ones you can benefit from the most.

Gold shows something that is too good to pass. Preferable for STR builds. Why not? Yes, it's important. With this, you can focus on your attacking stat and constitution while still having an amazing to-hit and DC for spells. Get Stealth while you're at it.

The more AC, the merrier. In any case, pick all the good, non-abjuration-non-evocation stuff you normally wouldn't have access to. I guess you can solo a whole army now. Awareness: Eat your heart out, Assassins. Protection: You know the deal. Reserve : This is basically either giving yourself more daily spells if you cast spells in it after the end of a day, or on downtime or having other spell choices if your buddies cast spells into it.

Can't go wrong either way. Don't let him get away, or else! Sign me up. That, plus a small smite ability and tons of spells is a godsend. Kill the sorcerer if he wants to take it from you. And god no, don't break it. Staff of Striking: More damage, more damage, more damage. Sword of Answering: Reaction attacks with advantage? I'd go for a Warhammer. Mad AC. Spells to deal with hundreds of situations. Simple and fun. The wizard school is just a suggestion, but Portent and Lucky save all your bad rolls and almost assure enemies will fail your saves.

Arcane Recovery and Expert Divination also help you to recover spell slots, making longer days easier. If you don't care too much about a third feat, go for Wizard 9 and grab 5th-level spells.

Obviously don't take EK spells that require saves or attack rolls. Two-handed weapon recommended to forgo War Caster.

I really don't think Half-Elves should be red. Furthermore, it's entirely possible to play an EK while dumping INT by focusing on buffs rather than attack spells , so I'd hardly say it's 'essential'.

Edit: And Duergar. Also, I'm not sure Bellator Arcana is grammatically correct. Originally Posted by Toby Frost. Today we have boiled a pot who's steam shall be seen across the entire galaxy. The Tea Must Flow, and it shall! Originally Posted by Lvl 2 Expert. I am the very model of a Roguish Elven Gunslinger I've got my sneaky boots on and a very twitchy gunfinger.

It was meant to be red. Thanks for the tip on other races, I'll update when possible. While it is possible to play without boosting INT, that will limit their spell selection even further, and that playstyle works best with only a few levels of EK.

If that's the intention, well Originally Posted by Specter. It will make you a little more MAD on overall, though. Important if you want to use Stealth, too. An EK archer is tougher and more versatile than those from other archetypes, as far as I can speculate never seen one. Wisdom: You're no cleric, but important skills are keyed off this, and failing a Wisdom save can take you out of the fight in a second, so dumping this is not an option.

Go for 10 on a tight build, or 12 if you have a few points to spare. At low levels, before you get your extra attack, they are awesome. Not as good for high levels, but you have no better option for melee one weapon attacking at levels , and it stays decent at higher levels as well. Nowadays I make games and stuff for games. Will add depth to it. Originally Posted by Belac Greenflame blade and booming blade should be at least blue.

Arcana is Latin for secret. So this is like secret warrior. Perhaps bellator magus would be closer to what you're going for? Originally Posted by rtrnofdmax. Bellator is Latin for warrior. Warcaster is only gold if you have a shield. Most blaster spells come in too late to be of value. You have a weapon for that. Aarakocra flight has some value. Str builds are more likely to dump Int and use spells defensively. Since they have a free hand, they can avoid the warcaster tax.

Trust but verify. There's usually a reason why I believe you can't do something. Attacking the darkness since List of Unearthed Arcana, Sage Advice, etc.

Spoiler: Quotes I like. Originally Posted by icefractal regarding What would a Cat Lord want? She wants the renegade Red Dot brought to her court in chains. Originally Posted by Dimers regarding a description of Stygia. Yes, I believe you have won GitP for the day. Originally Posted by pwykersotz regarding randomly rolling edgelord backstories.



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