The final entry in the series is the Eldritch Knight version of the fighter . . . but this one optimized a bit differently than the others, so was a different build due to the INT requirements for spellcasting.
I went with Mountain Dwarf so that I could drop my second-highest roll into INT, while preserving a reasonable CON. Low stat was CHA this time, and for the fun of it the Background was a Sage/Researcher.
STR 20 (+5); DEX 13 (+1); CON 16 (+3); INT 16 (+3); WIS 14 (+2); CHA 11 (+1)
Saving throws of note: STR at +8; CON at +6.
When all was said and done, Athletics is at +8, which is nice. Arcana, History, and Investigation are at +6, so there’s a nice “searching through dusty tomes” feel to him. Everything else is +0 to +3.
The focus on the raw stat boosts denied me the opportunity to pick up the Dual Wielder feat, but that’s on the list. This means Battleaxe and Handaxe for attacks, but that bonus action doesn’t get the full boost to hit 1d20+5 instead of +8, and it’s a handaxe rather than battleaxe.
So three attacks, two at 1d20+8 for 1d8+5, but the third is 1d20+5/1d6+5. AC 18 (no shield, no +1 to AC due to Dual Wield feat) with Plate Armor, and the “standard” 58 HP one gets with CON 16 as a fighter.
I’m very amazed at the spells available at low level for abjuration and evocation. When this guy throws down a spell, it can hit hard. I can know four spells, and have 3 1st level spell slots.
- Fire Bolt: 2d10 fire damage to 120′ as a ranged spell attack.
- Poison Spray: 2d12 poison damage, but no damage on a failed DC 16 CON save.
- Chromatic Orb: 3d8 damage of variable damage type on a ranged spell attack (acid, cold, fire, lightning, poison, or thunder). 90′ range, and 1d8 extra damage for higher level slots. The ability of this spell to use variable effect types to match a foe’s weakness is awesome. One spell fits most.
- Magic Missile: Never misses. 3 darts at 1d4+1 force damage. Low damage attack against someone whose AC you can’t get through, or requires magic to hit and you don’t have it. But would also be a good choice to replace with an abjuration spell of your choice.
- Witch Bolt: Holy cow. 1d12 if you hit with a ranged spell attack, but if you maintain focus, you automatically do 1d12 per turn until you use your action for something else. This is a very impressive “hit him from behind an obstacle” or “second rank” spell . . . if you can hit.
- Shield: +5 bonus to AC for one turn as a reaction, and no damage from magic missile. A longer duration would be cool, but good for dropping the success rate of a nasty attack that might hit you.