Friday, October 13, 2017

Fumbling my way through making an Eldritch Knight

Okay, I am in my first fifth edition campaign and I have just hit third level. Second level didn’t involve choices but now I have to actually make some decisions, which I haven’t had to do since I rolled up the character months ago.

Now, I played a decent amount of first and second edition, an unholy amount of third edition, and some fourth edition, not counting Iron Kingdoms and Pathfinder. I’ve had a lot of experience with Dungeons and Dragons but I also know the nitty gritty is in the details.

Because I was also using Roll20 for the first time, I intentionally chose to play a fighter to keep things simple. Although it’s not nearly as simple as second edition was :P Picking the protection fighting style pretty much determined my tactics in combat.

Third level, I have to pick a Martial Archetype. And I’ve chosen Eldritch Knight.

Which, to be absolutely clear, is not an optimal choice. If I wanted a more efficient fighter, a different archetype. However, I felt it made sense with my character who is a scholar turned slave turned warrior. 

The schtick of the Eldritch Knight is that they get some wizard spells. At first, that’s two cantrips and three first level spells. Cantrips, by the way, have kind of taken the role of At Will powers from fourth edition, a default attack for spell casters to use over and over.

Mechanically, a big part of my choice being Eldritch Knight was getting the damn light cantrip. With lighting actually being enforced by Roll20, I’ve been stuck in the dark too much. It is actually a critical concern.

And picking out the first level spells wasn’t that hard either. Let’s face it. I’ll do more damage with a sword than with a spell. I’m already tanking a lot so Shield and Protection from Good and Evil are spells that will reinforce my fighting style.

But I still want a damage option, when I need another option in combat. Considering that saving against me won’t be hard, I’m going with Thunderwave. Area of effect, still does damage if they save and it might push them away. Downside is that it lets everyone know you’re there. 

Actually, the tough choice is the second cantrip. True Strike was an option but it takes an action to cast and I would rather attack twice. And it kind of bores me. I was thinking of Mage Hand for all the out-of-combat uses but if the game goes long enough, I’ll get to use a cantrip and attack. (So True Strike might be my third cantrip when i get one)

So now I’m mulling over actual damage cantrips. Something to can use at range and does a different type of damage is what I’m thinking about. Haven’t made up my mind yet.

And I bet I will make some kind of mistake in my design :D

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