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CyberThread
2014-10-19, 01:41 PM
The Eldritch Archer: Warlock vs Fighter


What we are comparing, Fighter Eldritch Knight using a bow vs a Warlock using Eldritch Blast(Fluffed to be a bow and arrow). While we will judge a few things like stealth, mobility, and abilities that enhance conditions; we will be mainly focusing on ranged combat.


Equipment for comparison

Some sort of Magical Long Bow 1d8 piercing damage 150/600 range

Eldritch Blast 1d10 force damage 120 ft or 300ft with Evocation.

Gains of new attacks:
Warlock: 5th 2, 11th 3, 17th 4
Fighter: 5th 2, 11th 3, 20th 4

Class Benefits for specifically archery
Fighter: Archery +2 to attack rolls, Action Surge: Burst Damage, Eldritch Knight Spells, Magically bound and summonable two weapons. Cause Disadvantage after a weapon attack (Works with ranged attacks) for the next spell you cast. 30 ft teleport, when you use action surge. Can add DEX to your bow attacks.


Warlock: Superior Spells, Familiar or extra spells, Patron Choices, 10 feet spell push per hit, 300 ft range. Bit more complex will cover deeper below.


Spell Comparison:
Fighter: 4th level wizard spell selection evocation and abjuration. Several options that can provide useful tools and range blasting or buffing when needed.
Warlock : Crowd Control and Illusion Spells

Things to Consider for the Warlock:

Pacts: Archfey and Great Old one, the fiend while a few very nice spells like firewall and fireball, lacks class features that helps an archer all that much.

Archfey: This subclass offers one off features per rest.

Charm or frighten those around you in a 10ft radius.
If you get hurt, you can teleport 60ft away and gain invisibly.
Immunity to charm + when another tries to charm you as a recation you can throw it back at them for 1 minute or until they take damage. (Unlimited use)
1 min stun , charmed or frightened, it uses concentration.

Great Old One:
Gain Telepathy 30ft one way
Impose disadvantage on an attack against you, if they miss you gain advantage on your next attack roll which Eldritch Blast counts for.
Thoughts can’t be read, resistance to psychic damage, creature takes same amount of damage as you do.
Create a perment charmed creature that has no save. Can communicate telepathcily , use unlimited but can only have one.

Must have Invocations:
Agonizing Blast: Add CHA to Eldritch Blast Damage
Armor of Shadows : Gain Mage Armor if you chose not to wear armor
Devils Sight: See in Darkness
Eldritch Spear: 300 feet range for eldritch blast.
Repelling Blast: 10 ft push per blast.



Things to consider for the fighter:
This class relies a little more on gear then the warlock , as you can have to find a magical bow for your attacks to get past some damage resist types, also unlike a warlock, your bow an become enchanted. Granting possibilities that the warlock does not have.

The fighter gains a higher damage output, by default having the chance for both magical arrows and bows, and adding DEX to the bow damage. With action surge, you also gain a sort of volley effect, letting you attack all over again allowing a quick damage burst.

The fighter suffers in comparison with spell selections, not having access to as many varied spells, and if deciding to be stealthy lacking many stat bonuses to the stealth skills and needing to rely on the background selection to choose what skills you want, as the fighter naturally lacks the options.


Final Say:
The fighter makes a great brute source heavy hitter archer, with spells that complement in both defensive and offensive abilities to keep you alive and outputting strong damage against those around you in bursts.
While you could try to be stealthy with a fighter, the warlock has greater spell and skill choice selections that lend towards being sly and controlling others, not having the raw damage output of the fighter, you have spells to manipulate the world around you to a higher degree and can never run out of ammo.

So it comes down to this; Fighter Eldritch Knight, make a great pure archer, with various selection of spells to aid and get the job done, while Warlocks can still make the Fighters damage at about 75 to 80% capacity makes a much better sneak and rough control type.

Both are rather impressive filling in the roll of archer, but provide such a wide field of difference in how they play, that you can chose to match your own goals and desires.

CyberThread
2014-10-19, 01:43 PM
SideNotes: Damage Comparisons
Level 1 Fighter : 1d6 + DEX Warlock 1d10
Level 5 Fighter 2x1d10 +DEX Warlock 2x1d10+CHA
Level 17 Fighter 3x1d10+DEX Warlock 4x1d10+CHA
Level 20 Fighter 4x1d10+DEX Warlock 4x1d10+CHA

Pros: Fighter Longer Range, Warlock: Magical by default , no ammo
Cons: Fighter: Cost Money and Equipment, Warlock: AntiMagic Fields
Other Things to Consider: Must Have Feats
Fighter
Alert: When it comes to ranged combat being first means allot.
Ritual Caster: Allows you to cast ritual spells
SharpShooter: Ignore most cover, remove disadvantage, called shot damage
Warlock:
Alert: When it comes to ranged combat being first means allot.
Spell Sniper: Double the range of eldritch blast (600 ft), Ignore most covers, learn an extra cantrip that causes damage.
War Caster (Maybe), allows you to cast a spell on a reaction that would normally be triggered if you had a melee weapon, if you have repelling blast, you could force someone away from you while it is their turn.

Important Stats:
Fighter: Dex,Con
Warlock: Dex,Cha
Class Skill Options for a Archer not including backgrounds:
Fighter: No Tools, All armor and shields (but your using a two handed bow).
Acrobatics, Athletics, Insight, Perception and Survival
Warlock: No Tools, Light armor
Deception


Important Backgrounds for either class:
Criminal:
Stealth, Deception , thieves tools.
Urchin:
Sleight of Hand, Stealth thieves tools

Most other backgrounds grant you access to things that are more geared towards flavoring or skill sets that may interest you like knowledge based ones, or public interaction. While these are not directly important for an archer, they may be important in adding spice and flavor to your character.

Must Have Spells

Warlock:
Mage Hand
Minor illusion

Expeditious Retreat
Hex
Charm Person

Ray of Enfeeblement
Darkness
Spider Climb
Misty Step

Fly
Gaseous Form
Hallucinatory Terrain

Hold monster

Mass Suggestion or Create undead

Forcecage

Powerword stun

True polymorph



Fighter:
Dancing lights. Blade ward

Protection from whatever
Mage armor if stealthy
Thunderwave

Darkness
Shatter
Guest of wind

Fireball
Nondetection
Dispel magic


Wall of fire
Ice storm

DDogwood
2014-10-19, 08:36 PM
I think Blade Ward is a terrible spell, TBH. Better to go with something that has more utility.

Eslin
2014-10-19, 09:30 PM
Why not both? Go eldritch knight 7 and warlock 2, use eldritch blast and make a weapon attack with your bonus action!

CyberThread
2014-10-19, 09:44 PM
Why not both? Go eldritch knight 7 and warlock 2, use eldritch blast and make a weapon attack with your bonus action!

Because that isn't what this is about.

Eslin
2014-10-19, 09:51 PM
But it's an actual eldritch archer!

MaxWilson
2014-10-19, 10:28 PM
I think Blade Ward is a terrible spell, TBH. Better to go with something that has more utility.

I like Blade Ward as insurance for unpredictable situations. You never know when you're going to need be the one who ends up tanking the Iron Golem for a round or two, and at least an Eldritch Knight can still get a shot off while doing so. It's often not as good as simply spending your action on Dodge, but it's not a bad spell to know--although I might agree with you that other cantrips have more utility.

BTW, an Eldritch Knight (unlike a Champion/Battlemaster) is not dependent on finding a magical weapon, because he can simply cast Magic Weapon with a 2nd level spell slot.

Uldric
2014-10-20, 11:39 AM
SideNotes: Math + Side things Damage Comparisons
Level 1 Fighter : 1d6 + DEX Warlock 1d10
Level 5 Fighter 2x1d10 +DEX Warlock 2x1d10+CHA
Level 17 Fighter 3x1d10+DEX Warlock 4x1d10+CHA
Level 20 Fighter 4x1d10+DEX Warlock 4x1d10+CHA


I might be missing something, but I am confused as to why the Fighter does 1d6 + Dex damage at first level as opposed to 1d8 + Dex with a Longbow and how he gets up to 1d10+Dex by 5th level.

CyberThread
2014-10-20, 12:13 PM
You can't afford a long bow at level one.

MaxWilson
2014-10-20, 12:21 PM
You can't afford a long bow at level one.

AFB, but I thought a long bow was listed in the starting equipment for Fighter as option 1b.

Draken
2014-10-20, 01:21 PM
AFB, but I thought a long bow was listed in the starting equipment for Fighter as option 1b.

That is true. Very few reasons to take that over the chain mail, however. Another part of the starting gear offers a light crossbow and it will take four levels before the loading property is a problem.

Easy_Lee
2014-10-20, 02:14 PM
Doesn't fighter let you start with a martial weapon and a shield or two martial weapons? Seems to me starting with a longbow is fine.

And yeah, as stated above, the eldritch knight / warlock outdamages both in the at-will department. The warlock 2 / sorcerer beats both with quicken EB + EB as long as he has sorcery points. But that also requires multiclassing, and isn't really relevant either.

Geoff
2014-10-20, 02:27 PM
Since Feats are optional and magic items not assumed in the game, how do they stack up without either/both of them?

Easy_Lee
2014-10-20, 02:34 PM
Since Feats are optional and magic items not assumed in the game, how do they stack up without either/both of them?

Fighter can do 4*(1D8+DEX) piercing, warlock can do 4*(1D10+CHA+10'push) force. Force is a better damage type. Fighter can action surge, benefit from haste, and use some archetype features for more crits, maneuvers, etc, but otherwise does less damage.

CyberThread
2014-10-20, 02:48 PM
Put in less words. Warlocks offer consistent damage bit fighters offer greater burst.

Draken
2014-10-20, 03:52 PM
Questionable on the consistency, fighters are also more accurate thanks to the archery fighting style giving a +2 to hit.

Easy_Lee
2014-10-20, 04:05 PM
Questionable on the consistency, fighters are also more accurate thanks to the archery fighting style giving a +2 to hit.

True, I'd say that's easily worth a damage die. And the fighter can up his damage with crossbow expert. True, we said assume no feats, but I doubt many players will play a fighter If they can't have feats.