1st Level Statistics
Wood Elf Fighter 1stStr: 11
Dex: 17
Con: 12
Int: 14
Wis: 14
Cha: 10
HP: 11
AC: 14
Proficiency Bonus: +2
Darkvision 60 ft
Fey Ancestry
Trance
Fleet of Foot
Elf Weapon Training
Mask of the Wild
Armor Proficiencies: All armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Proficient Skills
Medicine(Hermit) +4
Arcana(Hermit) +4
Survival (Fighter) +4
Athletics (Fighter) +2
Perception(Elf) +4
Background: Hermit
Second Wind
Fighting Style: Archery
Leather
Longbow Attack Bonus +7, 1d8+3, 150/600
Two Daggers Attack Bonus +5, 1d4
Explorer's Pack
Note: I traded out the Religion skill from Hermit for Arcana, because it is more appropriate to the arcane archer idea.
2nd to 5th Level
2nd Level - Action Surge (One Use), +7 HP
3rd Level - Eldritch Knight, +7 HP
Weapon Bond: Longbow
Known Spells: 3, (Shield, Alarm, Mage Armor)
Cantrips: 2 (Fire Bolt, Blade Ward)
Spell Slots: 2/0/0/0
4th Level - Ability Score Improvement: Skilled: (Stealth, Investigation, Acrobatics), +7 HP
New Spell: Witch Bolt
Spell Slots: 3/0/0/0
5th Level - Extra Attack, Proficiency Bonus +3, +7 HP
Reasoning: Eldritch Knights are limited to evocation and abjuration, otherwise I'd be drawing from spells intended to increase mobility, stealth and weapon accuracy. As it is I took Fire Bolt and Witch Bolt with the idea of pulling a ranger like in the D&D cartoon and cast the energy bolts by simply pulling back on the bow. I did take the Ability Score Improvement
5th Level Statistics
Wood Elf Fighter 5thStr: 11
Dex: 17
Con: 12
Int: 14
Wis: 14
Cha: 10
HP: 39
AC: 14
Proficiency Bonus: +3
Darkvision 60 ft
Fey Ancestry
Trance
Fleet of Foot
Elf Weapon Training
Mask of the Wild
Armor Proficiencies: All armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Proficient Skills
Medicine(Hermit) +5
Religion(Hermit) +5
Survival (Fighter) +5
Athletics (Fighter) +3
Perception(Elf) +5
Stealth(Feat) +6
Acrobatics(Feat) +6
Arcana(Feat) +5
Feat: Skilled
Background: Hermit
Second Wind
Fighting Style: Archery
Action Surge (one use)
Eldritch Knight
Spellcasting
Weapon Bond: Longbow
Extra Attack
Spell Slots: 3/0/0/0
Cantrips: Fire Bolt, Blade Ward
1st Level Spells: Shield, Alarm, Mage Armor, Witch Blade
Familiar: Raven
Leather
Longbow Attack Bonus +8, 1d8+3, 150/600
Two Daggers Attack Bonus +6, 1d4
Explorer's Pack
6th to 10th Level
6th Level - Ability Score Improvement, Dexterity +2, +7 HP
7th Level - War Magic, +7 HP
2nd Level Spell: Melf's Acid Arrow
Spell Slots: 4/2/0/0
8th Level - Ability Score Improvement: Magic Initiate (Wizard), +7 HP
New Cantrips: True Strike, Message
New Spells: Find Familiar, Invisibility
9th Level - Indomitable (one use), Proficiency Bonus +4, +7 HP
10th Level - Eldritch Strike, +7 HP
New Cantrip: Dancing Lights
New Spell: Shatter
Spell Slots: 4/3/0/0
Reasoning: I took Find Familiar and Invisibility for better scouting ability. Magic Initiate gave more spell options, including the aforementioned Find Familiar. Invisibility came because the 8th level spell is not limited to evocation or abjuration. Find Familiar, True Strike and Message all come from the feat and are similarly not limited. Dancing Lights is another useful evocation for distraction and other purposes. Shatter is a prowful attack spell. The familiar I'd choose for this character would be a hawk, bat, owl or raven...something that flies, but other things would also be useful.
10th Level Statistics
Wood Elf Fighter 10th
Str: 11
Dex: 17
Con: 12
Int: 14
Wis: 14
Cha: 10
HP: 74
AC: 14
Proficiency Bonus: +4
Darkvision 60 ft
Fey Ancestry
Trance
Fleet of Foot
Elf Weapon Training
Mask of the Wild
Armor Proficiencies: All armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Proficient Skills
Medicine(Hermit) +6
Religion(Hermit) +6
Survival (Fighter) +6
Athletics (Fighter) +4
Perception(Elf) +6
Stealth(Feat) +7
Acrobatics(Feat) +7
Arcana(Feat) +6
Feat: Skilled, Magic Initiate(Wizard)
Background: Hermit
Second Wind
Fighting Style: Archery
Action Surge (one use)
Eldritch Knight
Spellcasting
Weapon Bond: Longbow
Extra Attack
War Magic
Indomitable (one use)
Spell Slots: 4/3/0/0
Cantrips: Fire Bolt, Blade Ward, True Strike, Message, Dancing Lights
1st Level Spells: Shield, Alarm, Mage Armor, Witch Blade, Find Familiar
2nd Level Spells: Melf's Acid Arrow, Invisibility, Shatter
Familiar: Raven
Leather
Longbow Attack Bonus +9, 1d8+3, 150/600
Two Daggers Attack Bonus +7, 1d4
Explorer's Pack
11th to 15th Level
11th Level - Extra Attack (2), +7 HP
2nd Level Spell: Scorching Ray
12th Level - Ability Score Improvement, +2 Dexterity, +7 HP
13th Level - Indomitable (two uses), Proficiency Bonus +5, +7 HP
14th Level - Ability Improvement, +2 Intelligence, +7 HP
New Spell: Countermagic
Spell Slots: 4/3/2/0
15th Level - Arcane Charge, +7 HP
Reasoning: I took a break from feats to increase the build's characteristics. Countermagic gives the character a chance to counter other attacks coming in at the character.
15th Level Statistics
Wood Elf Fighter 15th
Str: 11
Dex: 19
Con: 12
Int: 16
Wis: 14
Cha: 10
HP:109
AC: 14
Proficiency Bonus: +5
Darkvision 60 ft
Fey Ancestry
Trance
Fleet of Foot
Elf Weapon Training
Mask of the Wild
Armor Proficiencies: All armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Proficient Skills
Medicine(Hermit) +7
Religion(Hermit) +8
Survival (Fighter) +7
Athletics (Fighter) +5
Perception(Elf) +7
Stealth(Feat) +9
Acrobatics(Feat) +9
Arcana(Feat) +8
Feat: Skilled, Magic Initiate(Wizard)
Background: Hermit
Second Wind
Fighting Style: Archery
Action Surge (one use)
Eldritch Knight
Spellcasting
Weapon Bond: Longbow
Extra Attack (2)
War Magic
Indomitable (two uses)
Spell Slots: 4/3/2/0
Cantrips: Fire Bolt, Blade Ward, True Strike, Message, Dancing Lights
1st Level Spells: Shield, Alarm, Mage Armor, Witch Blade, Find Familiar
2nd Level Spells: Melf's Acid Arrow, Invisibility, Shatter, Scorching Ray
3rd Level Spells: Counterspell
Familiar: Raven
Leather
Longbow Attack Bonus +9, 1d8+4, 150/600
Two Daggers Attack Bonus +7, 1d4
Explorer's Pack
16th to 20th Level
16th Level - Ability Score Improvement +2 Intelligence, +7 HP
New Spell: Lightning Bolt
Spell Slots: 4/3/3/0
17th Level - Action Surge (two uses), Indomitable (three users), Proficiency Bonus +6, +7 HP
18th Level - Improved War Magic, +7 HP
19th Level - Ability Score Improvement: War Caster, +7 HP
New Spell: Ice Storm
Spell Slots: 4/3/3/1
20th Level - Extra Attack (3), +7 HP
New Spell: Mordenkainen's Private Sanctum
Spell Slots: 4/3/3/2
Reasoning: I continued with the trend of taking attack spells to increase the options for dealing damage. Until the 20th level where I took a spell just for flavor and fun.
20th Level Statistics
Wood Elf Fighter 20th
Str: 11
Dex:19
Con: 12
Int: 16
Wis: 14
Cha: 10
HP:144
AC: 14
Proficiency Bonus: +6
Darkvision 60 ft
Fey Ancestry
Trance
Fleet of Foot
Elf Weapon Training
Mask of the Wild
Armor Proficiencies: All armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Proficient Skills
Medicine(Hermit) +8
Religion(Hermit) +9
Survival (Fighter) +8
Athletics (Fighter) +6
Perception(Elf) +8
Stealth(Feat) +10
Acrobatics(Feat) +10
Arcana(Feat) +9
Feat: Skilled, Magic Initiate(Wizard)
Background: Hermit
Second Wind
Fighting Style: Archery
Action Surge (two uses)
Eldritch Knight
Spellcasting
Weapon Bond: Longbow
Extra Attack (3)
War Magic
Indomitable (three uses)
Improved War Magic
Spell Slots: 4/3/3/1
Cantrips: Fire Bolt, Blade Ward, True Strike, Message, Dancing Lights
1st Level Spells: Shield, Alarm, Mage Armor, Witch Blade, Find Familiar
2nd Level Spells: Melf's Acid Arrow, Invisibility, Shatter, Scorching Ray
3rd Level Spells: Counterspell, Lightning Bolt
4th Level Spells: Mordenkainen's Private Sanctum, Ice Storm
Familiar: Raven
Leather
Longbow Attack Bonus +12, 1d8+4, 150/600
Two Daggers Attack Bonus +7, 1d4
Explorer's Pack
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