Griswold
2019-03-01, 08:36 PM
Many of the 5E feats, especially the most popular feats are combat focused. But many aren't, instead making you a more interesting, versatile character, and can even make you a caster. And the fighter class has the potential to get a ton of feats---7 over 20 levels (8 if you're a variant human). It also has the coveted Action Surge ability, which can let us cast two spells in one round, if desired.
So I'm wondering, can we build a Fighter who is an effective utility, out-of-combat caster? And can we do it while maintaining at least competence in combat, which the general fighter chassis provides?
Here are my thoughts:
Races
Some races get built-in spellcasting. That's pretty great!
Drow is at the top of my list. Dancing Lights, Faerie Fire, and Darkness are all solid spells to be able to cast. It also gives us access to the Drow High Magic feat.
Firbolg has Detect Magic, Disguise Self, and Invisibility, although the last one is pretty limited.
Wood Elf gets access to Wood Elf Magic, which gives a number of good spells.
Variant human seems obvious, for the feat.
Other than those, githyanki has Misty Step, githzerai has Detect Thoughts, and Earth Genasi has Pass Without Trace, which are all kind of eh.
Stats
With Drow as a race and point buy, we can get:
Str - 8
Dex - 16
Con - 12
Int - 10
Wis - 13 (necessary for Ritual Caster)
Cha - 16
Which gives us more than enough Dex and Con to be relevant in combat, and enough Wis and Cha to be interesting at non-combat things.
For skills, we've got Perception from Drow. Then History and Intimidation from Fighter. We'll make a custom background to get proficiency in Stealth, Deception, and Thieves' Tools.
Fighter Subclass
Eldritch Knight seems pretty obvious to me, for its ability to cast spells. We can maintain a high AC and decent damage with
As far as utility, the following spells are good:
Cantrips: Mage Hand, Minor Illusion, Prestidigitation, i.e. the usual. I'm tempted to go with Booming Blade just to be good in combat.
Level 1: Shield? Everyone takes shield. I Guess Protection from Evil and Good is decent.
What spell which isn't from Evocation and Abjuration should we get? It's usually Find Familiar, but we're obviously going to take the Ritual Caster feat, so that's out. Fog Cloud and Disguise Self are serious contenders, I think.
Level 2: Arcane Lock, Darkness, and Warding Wind are the interesting spells here.
For non-Evocation and Abjuration there's too many good ones to pick from. Detect Thoughts, Invisibility, and Misty step are all excellent.
And at Level 3, things get really good, with Counterspell, Dispel Magic, Nondetection, and Sending all being Evocation or Abjuration.
Feats
There are 3 important ones, as far as gaining spells.
Ritual Caster - Take Wizard, since it has the most options. We'll have access to such options as Comprehend Languages,Skywrite, Leomund's Tiny Hut, Phantom Steed, and Contact Other Plane at almost the same level as a wizard! And we will get Find Familiar, of course. Which is often the biggest.
Magic Initiate - Take Druid for Guidance and one of the control element cantrips, and either Healing Word or Goodberry, depending on whether your DM will let familiars feed goodberries to downed allies.
Drow High Magic - Detect Magic AT WILL, along with Levitate and Dispel Magic. Looks great.
Wood Elf Magic - Any Druid Cantrip (Guidance!), Longstrider, and Pass Without Trace. Solid.
All Together
So, if we look at our hypothetical Drow Fighter at 8th level, and take Ritual Caster, Magic Initiate, and Drow High Magic, then we'll be able to cast the following:
At-will: 3 Wizard Cantrips (Booming Blade, Minor Illusion, Dancing Lights), 2 Druid Cantrips (Guidance, Control Flames), Detect Magic
At-will Rituals: Find Familiar, Skywrite, Leomund's Tiny Hut, Phantom Steed, some others if we invest.
1/long rest: Darkness, Dispel Magic, Faerie Fire, Levitate, Healing Word or Goodberry
4 1st level spell slots (Shield, Protection from Evil and Good, Fog Cloud)
2 2nd level spells slots (Arcane Lock, Invisibility)
In combat, we're probably looking at Breastplate + Shield + 16 Dex = 18 AC (or 23 with shield). Solid.
Our attack routine with a rapier is:
+6 to hit for 1d8+5 damage (x2 attacks).
+6 to hit for 2d8(or 4d8)+1d8+5 (Booming Blade), and then War Magic gives us another +6 to hit 1d8+5. Respectable!
Ranged attack with bow for +6 to hit for 1d8+3 (x2 attacks). Pretty lame.
As far as skills, we have +6 in Stealth, Deception, and Intimidation, and +4 in Perception. And +6 in Dexterity (Thieves' Tools). Plenty of role-playing possibilities there.
Thoughts from the playground?
Edit: I am a fool who forgot that the entire point of taking Fighter is that I get another ASI at 6th level.
Edit 2: Filled in more details based on feedback.
So I'm wondering, can we build a Fighter who is an effective utility, out-of-combat caster? And can we do it while maintaining at least competence in combat, which the general fighter chassis provides?
Here are my thoughts:
Races
Some races get built-in spellcasting. That's pretty great!
Drow is at the top of my list. Dancing Lights, Faerie Fire, and Darkness are all solid spells to be able to cast. It also gives us access to the Drow High Magic feat.
Firbolg has Detect Magic, Disguise Self, and Invisibility, although the last one is pretty limited.
Wood Elf gets access to Wood Elf Magic, which gives a number of good spells.
Variant human seems obvious, for the feat.
Other than those, githyanki has Misty Step, githzerai has Detect Thoughts, and Earth Genasi has Pass Without Trace, which are all kind of eh.
Stats
With Drow as a race and point buy, we can get:
Str - 8
Dex - 16
Con - 12
Int - 10
Wis - 13 (necessary for Ritual Caster)
Cha - 16
Which gives us more than enough Dex and Con to be relevant in combat, and enough Wis and Cha to be interesting at non-combat things.
For skills, we've got Perception from Drow. Then History and Intimidation from Fighter. We'll make a custom background to get proficiency in Stealth, Deception, and Thieves' Tools.
Fighter Subclass
Eldritch Knight seems pretty obvious to me, for its ability to cast spells. We can maintain a high AC and decent damage with
As far as utility, the following spells are good:
Cantrips: Mage Hand, Minor Illusion, Prestidigitation, i.e. the usual. I'm tempted to go with Booming Blade just to be good in combat.
Level 1: Shield? Everyone takes shield. I Guess Protection from Evil and Good is decent.
What spell which isn't from Evocation and Abjuration should we get? It's usually Find Familiar, but we're obviously going to take the Ritual Caster feat, so that's out. Fog Cloud and Disguise Self are serious contenders, I think.
Level 2: Arcane Lock, Darkness, and Warding Wind are the interesting spells here.
For non-Evocation and Abjuration there's too many good ones to pick from. Detect Thoughts, Invisibility, and Misty step are all excellent.
And at Level 3, things get really good, with Counterspell, Dispel Magic, Nondetection, and Sending all being Evocation or Abjuration.
Feats
There are 3 important ones, as far as gaining spells.
Ritual Caster - Take Wizard, since it has the most options. We'll have access to such options as Comprehend Languages,Skywrite, Leomund's Tiny Hut, Phantom Steed, and Contact Other Plane at almost the same level as a wizard! And we will get Find Familiar, of course. Which is often the biggest.
Magic Initiate - Take Druid for Guidance and one of the control element cantrips, and either Healing Word or Goodberry, depending on whether your DM will let familiars feed goodberries to downed allies.
Drow High Magic - Detect Magic AT WILL, along with Levitate and Dispel Magic. Looks great.
Wood Elf Magic - Any Druid Cantrip (Guidance!), Longstrider, and Pass Without Trace. Solid.
All Together
So, if we look at our hypothetical Drow Fighter at 8th level, and take Ritual Caster, Magic Initiate, and Drow High Magic, then we'll be able to cast the following:
At-will: 3 Wizard Cantrips (Booming Blade, Minor Illusion, Dancing Lights), 2 Druid Cantrips (Guidance, Control Flames), Detect Magic
At-will Rituals: Find Familiar, Skywrite, Leomund's Tiny Hut, Phantom Steed, some others if we invest.
1/long rest: Darkness, Dispel Magic, Faerie Fire, Levitate, Healing Word or Goodberry
4 1st level spell slots (Shield, Protection from Evil and Good, Fog Cloud)
2 2nd level spells slots (Arcane Lock, Invisibility)
In combat, we're probably looking at Breastplate + Shield + 16 Dex = 18 AC (or 23 with shield). Solid.
Our attack routine with a rapier is:
+6 to hit for 1d8+5 damage (x2 attacks).
+6 to hit for 2d8(or 4d8)+1d8+5 (Booming Blade), and then War Magic gives us another +6 to hit 1d8+5. Respectable!
Ranged attack with bow for +6 to hit for 1d8+3 (x2 attacks). Pretty lame.
As far as skills, we have +6 in Stealth, Deception, and Intimidation, and +4 in Perception. And +6 in Dexterity (Thieves' Tools). Plenty of role-playing possibilities there.
Thoughts from the playground?
Edit: I am a fool who forgot that the entire point of taking Fighter is that I get another ASI at 6th level.
Edit 2: Filled in more details based on feedback.