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View Full Version : Optimization How good/bad would it be if arcane trickster and Eldritch fighter were half casters?



Odessa333
2022-07-24, 05:32 PM
This may just be me, but it's long bugged me that are half casters and 1/3rd casters. Paladins and Rangers get 1/2 half casting for all their subclasses, where fighters and rogues have to dedicate themselves to a subclass to learn magic, and then it's limited to 1/3 casting and restricted spell schools as well. I personally hate the 1/3rd caster system. If every Paladins and rangers can be full martial classes and be half-casters, I see no reasons a dedicated specialist fighter/rogue can't do the same. I'm curious to know what others thing of this though. Good idea, bad idea? In your opinion, how powerful would it be to have the the 1/3rd casters bumped up to half caster progression and remove the spell school restriction on these classes?

solidork
2022-07-24, 05:51 PM
It's not like the game would fall apart, but it's definitely more than they need. I think Arcane Trickster is already the best rogue subclass, and Eldritch Knight is no slouch - even with their existing limitations.

I say this as someone who has played both.

Skrum
2022-07-24, 07:20 PM
I would call that necessary to make them worthwhile. EK in particular is really lackluster compared to other fighter options.

Zhorn
2022-07-24, 07:36 PM
It's not like the game would fall apart, but it's definitely more than they need. I think Arcane Trickster is already the best rogue subclass, and Eldritch Knight is no slouch - even with their existing limitations.

I say this as someone who has played both.
I'd agree on this. Both classes perform very well as 1/3 casters.
Any time I've seen players have issues with either subclass, it's usually coming in the form of them trying to play as though they were a full caster rather than a rogue or fighter respectively who augments their class toolkit with magic.
This is just a buff to already solidly performing options.

MrStabby
2022-07-24, 07:37 PM
For PHB only, its a big boost. Actually pretty huge; more spell slots, higher level spells...

Where I think it gets a bit problematic is with other content. Eberron races and Ravnica Backgrounds and multiclassing can all give a number of spells not on the class list and the way this could scale could be a bit more problematic. Any wizard spell would already be in play at levels earlier from any party wizards. The same spell list is less likely to be broken, except when there is a particular interacion of interest. Mostly, this is spells that need a reaction or a bonus action - if the class had no access to counterspell, silvery barbs or spells that didn't mess with the action economy then this would probably be fine. Geting counterspell at level 9 is a big boost in terms of flexibility in a way that I don't think fireball is.

Those short range spells like Spirit Guardians (say from Orzhov background) are going to be a huge lift for the class.

Then there is the interaction with class features - the ability each of these classes to impose disadvantage on saves is somewhat moderated by a) the number of spells per day that these can be imposed on, b) that it mostly excludes higher level spells that can screw with encounters.

5eNeedsDarksun
2022-07-24, 07:39 PM
It's not like the game would fall apart, but it's definitely more than they need. I think Arcane Trickster is already the best rogue subclass, and Eldritch Knight is no slouch - even with their existing limitations.

I say this as someone who has played both.

Agreed on the AT; the one we had was definitely the strongest rogue we've had.
EK, well War Magic is the feature that never seems right to me; if this were replaced with an extra attack similar to the Bladesinger's then I think they'd compare more favorably with the newer fighter subclasses and some of the other gish options.

The school limitation I can also see tinkering with; it would allow a player to make a more unique character.

I can see no reason to make these 1/2 casters though; they'd be overtuned against every other melee option.

Skrum
2022-07-24, 07:45 PM
I don't see this at all. A 6th level EK can cast 3 1st level spells/LR. 7th level is pretty big for them, but they're still working with 4 1sts and 2nds per LR. Thats.....very little resources, especially when most of their spells are instantaneous or short in duration. And once they're out of spells, they have very little else going for them.

Maybe they are more than the sum of their parts, but I've never been impressed by their kit

MrStabby
2022-07-24, 08:11 PM
I don't see this at all. A 6th level EK can cast 3 1st level spells/LR. 7th level is pretty big for them, but they're still working with 4 1sts and 2nds per LR. Thats.....very little resources, especially when most of their spells are instantaneous or short in duration. And once they're out of spells, they have very little else going for them.

Maybe they are more than the sum of their parts, but I've never been impressed by their kit

Yeah, sure - if you pick the level where they look worst then they only look OK. The other 95% of their levels are better. More spells known, more spell slots, more spells not abjuraion or evocation more class abilities... they really do add up.

I have my gripes with the EK bu thats more about flavour than power (like you feel your class abilities don't come into play much because you use them on so few turns, rather than they have a low impact) and that they are stuck with the wizard spell list (if I want to play an Eldritch knight I would at least want access to the warlock spell list.

Skrum
2022-07-24, 08:19 PM
Yeah, sure - if you pick the level where they look worst then they only look OK. The other 95% of their levels are better. More spells known, more spell slots, more spells not abjuraion or evocation more class abilities... they really do add up.

I have my gripes with the EK bu thats more about flavour than power (like you feel your class abilities don't come into play much because you use them on so few turns, rather than they have a low impact) and that they are stuck with the wizard spell list (if I want to play an Eldritch knight I would at least want access to the warlock spell list.

But their spells really are *so* limited. War Magic is a legit great ability - but they get 2 cantrips. They don't get a 3rd cantrip till 10th. Taking one of the Strixhaven backgrounds would be hugely valuable to them, but those aren't always allowed. But with only 2 cantrips, they're basically locked into Shocking Grasp and Fire Bolt. And sure, a bonus action attack cantrip each turn is good, but compared to Echo Knight or Rune Knight.....idk, I'm just skeptical.

And before 7 they are objectively terrible. Flat out.

Tanarii
2022-07-24, 08:22 PM
Bad idea. Fighter and Rogue are already good classes, and AT and EK are among the best subclasses as it stands. It's make them must-have.

One important thing to note is that Paladins and Rangers don't get cantrips. AT and EK do, and they get subclass features that enhance them, as well as features that enhance their leveled spells. So it's 1/3 on spell slots, but that's not the entire story.

5eNeedsDarksun
2022-07-24, 08:31 PM
I'll agree that EK is a little slower to develop than some other subclasses, particularly the Battlemaster that's going to get 12 superiority dice at 3rd level, assuming 2 short rests, and the Echo Knight gets real peaky power at 3rd as well. However, at 13th they get access to 3rd level spells. What other fighter gets an ability that's equivalent to that? Is there any reason an EK should get that level ability at 9th? I really don't see it.

Zhorn
2022-07-24, 08:44 PM
But their spells really are *so* limited. War Magic is a legit great ability - but they get 2 cantrips. They don't get a 3rd cantrip till 10th. Taking one of the Strixhaven backgrounds would be hugely valuable to them, but those aren't always allowed. But with only 2 cantrips, they're basically locked into Shocking Grasp and Fire Bolt. And sure, a bonus action attack cantrip each turn is good, but compared to Echo Knight or Rune Knight.....idk, I'm just skeptical.

And before 7 they are objectively terrible. Flat out.
Huh... interesting that you take the PHB only approach when looking at the EK, but then immediately compare against non PHB classes.
Both Booming Blade and Green-Flame Blade have been around for a very long while in SCAG and even got a reprinting in Tasha's.
Either cantrip is pretty much auto picks for EK, allowing them to get extra magic damage for levels 3-4, a situational option for levels 5-6, and then picking up against as your go-to choice of attack for levels 7-10 (and occasionally a bit further depending on stat allotment and types of enemies faced).
EK has been holding its ground pretty well since those cantrips came onto the scene.

Skrum
2022-07-24, 08:52 PM
Huh... interesting that you take the PHB only approach when looking at the EK, but then immediately compare against non PHB classes.
Both Booming Blade and Green-Flame Blade have been around for a very long while in SCAG and even got a reprinting in Tasha's.
Either cantrip is pretty much auto picks for EK, allowing them to get extra magic damage for levels 3-4, a situational option for levels 5-6, and then picking up against as your go-to choice of attack for levels 7-10 (and occasionally a bit further depending on stat allotment and types of enemies faced).
EK has been holding its ground pretty well since those cantrips came onto the scene.

I legit forgot about them....yes they'd be good. Fire Bolt and either of those is definitely really good. Fighters don't have much else going on with their bonus action too, so yeah, I like that quite a bit.

But - they've got a pure feat tax in War Caster, and they really are bad till 7th. That's....a lot of levels, frankly.

Zhorn
2022-07-24, 08:59 PM
But - they've got a pure feat tax in War Caster, and they really are bad till 7th. That's....a lot of levels, frankly.
For both Booming Blade and Green-Flame Blade, the material component IS the weapon which is already in hand, no Warcaster needed for those.
Likewise a 2H weapon doesn't require both hands constantly on the weapon unless you are making an attack, so taking one hand off to cast a somatic spell is feasible.

as for 'bad till lv7'... I've never found them to be underperforming. Cantrip blade attacks alone put you above baseline.

Skrum
2022-07-24, 09:10 PM
For both Booming Blade and Green-Flame Blade, the material component IS the weapon which is already in hand, no Warcaster needed for those.
Likewise a 2H weapon doesn't require both hands constantly on the weapon unless you are making an attack, so taking one hand off to cast a somatic spell is feasible.

as for 'bad till lv7'... I've never found them to be underperforming. Cantrip blade attacks alone put you above baseline.

If they want to use any of their actual slots they need it (if they want to use a shield. I guess they could go 2H, or sword no board). Cantrip attack works....fine....till 4th. It's incompatible with Extra Attack.

Honestly the amount y'all are defending EK makes me want to try one. I'm just skeptical. They look weak. Like they're gonna use all of their slots in a round or two, and then they're duffing with a cantrip until the next long rest.

Odessa333
2022-07-24, 09:57 PM
Personally, I like the flavor of the classes, and agree that they can perform well as they are. Yet 1/3rd casters don't get 2nd level spells until 7th level, or a 3rd level spell until 13th level. Most published campaigns don't even last until 13th level. So when your arcane trickster can finally cast the big bad invisibility at level 7, the wizard, warlock, bard, etc, have been able to do that since 3rd level (and you can do that from level 1 as a v human with shadow touched now). In a vacuum, having access to spells is great. Yet if there is even one full arcane caster in the party, your spells are going to be pathetic in comparison. I mean, I love taking the spell 'alter self' as it gives a climb speed, swim speed, allows one to breath underwater, etc. But to learn it for either class, you have to use your rare 'non restricted spell' slot for it at level 8, and by that point the wizard can toss out polymorph. Obviously, you're not supposed to be better than a wizard, but being two spell levels behind makes your spells look pathetic parlor tricks by comparison.

I do like these two subclasses, I just wish they were shown a little more love. Paladins and Rangers have exclusive spells, and I'd to see unique spells for these subclasses too. Just my idle thoughts, I suppose. Thanks for hearing me out.

Zhorn
2022-07-24, 10:08 PM
Honestly the amount y'all are defending EK makes me want to try one. I'm just skeptical. They look weak. Like they're gonna use all of their slots in a round or two, and then they're duffing with a cantrip until the next long rest.
If you haven't actually played one before I think I see where the misconception is coming from.
You're viewing it as it it were to be played like a full caster while the subclass is still primarily a martial. Don't look at the spell slots as a "I cast one of these on each of my turns", they are situational tools used to supplement your usual Fighter schtick.

On the defending side, Shield is being cast only when your regular AC fails, and as a fighter that's already starting off decent.
Absorb Elements is for halving incoming elemental damage, making it easier to tank an AoE from a spell or breath attack.
At low levels those are your bread'n'butter uses for spell slots inside combat.

On taking a more proactive use of spell slots, you generally want to get more bang for your buck, so spells selection there is for things that'll last a lot longer per cast. At 3rd level when first taking the subclass, you have one pick not limited to abjuration/evocation. Find Familiar for an owl that uses flyby for regular help actions is pretty potent, and also opens up a ton of utility.
In dynamic encounters where mobility is a priority, Jump, Longstrider and Expeditious Retreat make fine choices, for both closing and increasing distances.
Going back and taking another look at defensive uses, Protection from Evil and Good is a very strong option if the adventure is built around the right creature types (aberrations, celestials, elementals, fey, fiends, and undead)
and this is just looking at those early levels where 1st level spells are to pick from.

Tanarii
2022-07-24, 10:10 PM
Don't measure the spells they can cast by comparison at all. Measure them by how they enhance the base class.

EKs get solid ranged at-will and resource-based AoE and magical defenses they otherwise lack, as well as a direct enhancement to damage via War Magic. Rogues get mind affecting and illusion capabilities they otherwise lack. They can create synergies that non-AT/EK can't, and they have alternative options non-AT/EK don't.

An EK that can cast Thunderwave on their own is an enhanced tank, an AT that can cast Disguise Self or Silent Image on their own is an enhanced infiltrator.

And again, they get cantrips. That's a very nice boost, a huge chunk of the subclass power. As are the additional subclass features.

There's room for revision of the classes of course, and hopefully 5.75 or whatever in 2024 will see touch-ups to the PHB classes and subclasses. But ATs and EKs don't need 1/2 class progression when they're already well above par. They only way that'd even start to be balanced would be taking away all cantrips, and probably most of their other sub-class features. And I for one wouldn't make that trade.

Speely
2022-07-24, 10:59 PM
I am not a big fan of the school restrictions, but I am definitely a fan of the 1/3 progression because they get wizard cantrips, which scale very well and are extremely useful.

I actually think more martial base classes deserve a 1/3 caster option.

Edit: aka Monk and Barbarian (yes, even Barbarian so there is a subclass with some non-rage utility. I know Ancestral and Wild barbs get some, but I think some more couldn't hurt.)

solidork
2022-07-25, 01:50 AM
The real axis where the caster and martial divide is an actual problem, in my opinion, is when it comes to tools for approaching and solving non-combat problems. Even though an EK only gets a tiny handful of out of school spells, picking something like Disguise Self and Invisibility gives you the option to try things that other fighters just can't.

claypigeons
2022-07-25, 04:39 AM
I think half-casting would be too much. Both are already really good.

I would say that giving EK the updated/upgraded bladesinger Extra Attack would be a solid enhancement.

da newt
2022-07-25, 07:47 AM
It really depends on what you are using as the measuring stick to compare them to. If they were 1/2 casters they would outshine most of the other rogue/fighter subclasses pretty handily, but if you measure them vs Paladins or casting combatants like hexblade or bladesingers or moon druids or xxx they would probably be on par with those.

Depending on your table and the other PC builds making these 1/2 casters could be a non-issue.

The complicating bit would come from multiclass PCs with these subclasses and adding all the souped up backgrounds and marks and whatnot.

I'd think the just right solution would be 2/5 casters - a tweener progression better than 1/3 but less than 1/2, or remove the spell school limitations entirely.

A simpler solution/boon for your table might be to drop them a ring of spell storing.

Spiritchaser
2022-07-25, 09:51 AM
So, this probably breaks nothing, but is it fixing the right thing?

For starters, in my opinion, arcane trickster is a very good rogue, and EK is a better than average fighter.

Neither EK not AT are at the top of the power curve compared with the stronger full casters (IMO AT is closer). If the goal was to make them closer, then making these subclasses half casters would likely bring them closer to that target but not past it…

BUT

Even if that was the goal, and maybe it shouldn’t be… I do not like solving what is fundamentally a full caster/martial disparity by just giving out more casting.

If EK and AT are weak? Well maybe rogues and fighters need more toys. No not damage, more “spell-like” utility.

Have a look at the echo knight for inspiration.

Edit: for the record, I feel that full casters in general, and some problem subclasses in particular could use a bit of a haircut, or failing that, at least, they need to exist in an environment where their spells are less capable, or at least have more counters, at least in the mid levels and up

Odessa333
2022-07-25, 10:45 AM
I have to say, I'm surprised by the overwhelming defense for the status quo. I wasn't expecting 100% support on the idea of upgrading the 1/3rd casters, yet it's near 100% defense of 'don't rock the boat.' I was not expecting that. I guess it's just me being greedy, wishing I could get the fun utility toys, and stuck with a lot of level 1 spells I never use on either class. I hardly ever use evocation as EK, and or enchantment for AT, and would trade both schools for Transmutation in a heartbeat, to give the characters useful non combat tools. But I digress. Enough wishful thinking out of me. Thank you for your input.

solidork
2022-07-25, 10:47 AM
I have to say, I'm surprised by the overwhelming defense for the status quo. I wasn't expecting 100% support on the idea of upgrading the 1/3rd casters, yet it's near 100% defense of 'don't rock the boat.' I was not expecting that. I guess it's just me being greedy, wishing I could get the fun utility toys, and stuck with a lot of level 1 spells I never use on either class. I hardly ever use evocation as EK, and or enchantment for AT, and would trade both schools for Transmutation in a heartbeat, to give the characters useful non combat tools. But I digress. Enough wishful thinking out of me. Thank you for your input.

Well, I think most people were focusing on the "half caster" aspect of your question. I don't think swapping schools would be too much.

Gignere
2022-07-25, 11:22 AM
I have to say, I'm surprised by the overwhelming defense for the status quo. I wasn't expecting 100% support on the idea of upgrading the 1/3rd casters, yet it's near 100% defense of 'don't rock the boat.' I was not expecting that. I guess it's just me being greedy, wishing I could get the fun utility toys, and stuck with a lot of level 1 spells I never use on either class. I hardly ever use evocation as EK, and or enchantment for AT, and would trade both schools for Transmutation in a heartbeat, to give the characters useful non combat tools. But I digress. Enough wishful thinking out of me. Thank you for your input.

Huh? I guess you haven’t gotten to the level where you can impose disadvantage to saves. A very common combo for a level 11 EK is to triple attack three different targets and than follow up with an action surge fireball.

An AT can bonus action hide and hold person/suggestion/THL and force targets to save at disadvantage.

Actually surprised that you haven’t use sleep, although not crazy powerful when you get it at level 3 but I was still able to shut down encounters with the sleep spell.

You can use it as a powerful finisher especially if you get to go after the nukers in the party. A couple of times just holding my action to cast sleep after the shatter/fireball from the party’s nuke specialist I was able to disable like half the battlefield.

Odessa333
2022-07-25, 02:33 PM
Huh? I guess you haven’t gotten to the level where you can impose disadvantage to saves. A very common combo for a level 11 EK is to triple attack three different targets and than follow up with an action surge fireball.

An AT can bonus action hide and hold person/suggestion/THL and force targets to save at disadvantage.

Actually surprised that you haven’t use sleep, although not crazy powerful when you get it at level 3 but I was still able to shut down encounters with the sleep spell.

You can use it as a powerful finisher especially if you get to go after the nukers in the party. A couple of times just holding my action to cast sleep after the shatter/fireball from the party’s nuke specialist I was able to disable like half the battlefield.


Yea, I've never had any of those scenarios lol. I find neither EK or AT have high enough INT for spells with saves. I can't ever see a scenario where I'd cast fireball as an EK. When they get so few spell slots, I save them for scenarios where I know they will work, not a 'maybe' with spells the enemy is likely to make a save and waste my slot. I leave those spells for the full casters.

Psyren
2022-07-25, 02:50 PM
You can effectively get them to half-casting via multiclassing, and unlike prior editions they lose very little martial prowess/identity by doing so. So personally I wouldn't change the subclasses themselves.

solidork
2022-07-25, 03:35 PM
Yea, I've never had any of those scenarios lol. I find neither EK or AT have high enough INT for spells with saves. I can't ever see a scenario where I'd cast fireball as an EK. When they get so few spell slots, I save them for scenarios where I know they will work, not a 'maybe' with spells the enemy is likely to make a save and waste my slot. I leave those spells for the full casters.

Disadvantage on saves is a big deal. Your DC is probably 2 lower than a full caster, but a DC 15 with disadvantage is harder to make than a DC 17 for a lot of things.

My experience with Rogue is that it's not unusual to be able to hide in combat, so thats a pretty reliable source of disadvantage. The EK's one seems a little trickier to set up reliably, I'll admit.

Sometimes the EK with Shatter or Fireball is all the party has for AOE, and even if you've got another caster that can do it your slightly worse contribution can be the difference between the AOE softening a group up and taking them out.

x3n0n
2022-07-25, 03:43 PM
I can't ever see a scenario where I'd cast fireball as an EK. When they get so few spell slots, I save them for scenarios where I know they will work, not a 'maybe' with spells the enemy is likely to make a save and waste my slot.

While I sympathize, fireball doesn't really go out of style if you're dealing with swarms that aren't resistant or immune to fire damage.

If a target always fails, they take 8d6, avg 28 damage.
If a target never fails, they take avg 14.

If a target fails 50%, they take avg 21.
If a target fails 60% (as if you had bumped your Int with two ASIs), they take 22.4.

That's hardly a make or break difference.

For "do nothing if save succeeds" spells, I would definitely prefer to have either a great DC or Eldritch Strike working for me, but fireball isn't one of those spells.

Damon_Tor
2022-07-25, 04:01 PM
Hard no.

They are both EASILY top-tier builds for their classes. S ranked, gold-colored, whatever shorthand you want to use.

Neither needs a buff.

Gignere
2022-07-25, 04:07 PM
Yea, I've never had any of those scenarios lol. I find neither EK or AT have high enough INT for spells with saves. I can't ever see a scenario where I'd cast fireball as an EK. When they get so few spell slots, I save them for scenarios where I know they will work, not a 'maybe' with spells the enemy is likely to make a save and waste my slot. I leave those spells for the full casters.

I think your main problem isn’t that they are 1/3 casters but more familiarity with spells and what they do. Fireball is a great spell if you’re worried about saves because you are still doing good damage if the enemy saves.

Darkness is an evocation spell which with the new blindsight fighting style can generate easy advantage for an EK so ideal for a great weapon master build.

Even Thunderwave works better for an EK than a wizard because rushing into the middle of a mess of enemies might be a death sentence for the wizard but for the EK hell you’re just doing your job as a tank. So I don’t know why you think you have trouble picking evocation and these are just three spells that does something even if the enemy makes the save in the case of darkness there is no save.

Omni-Centrist
2022-07-25, 09:21 PM
This, 100%. On top of that, give EK the Cantrip Extra Attack Feature bladesingers have. It's so painful watching higher level EKs figure out if a booming blade > 3 attacks. They are gish masters, they shouldn't have to choose.

Also for God's sake, allow ATs to sneak attack with their cantrips and spells, why not?

The more I remember the PHB subclasses the most grossed out I get that they haven't remade the majority of them.

Skrum
2022-07-25, 09:48 PM
Huh? I guess you haven’t gotten to the level where you can impose disadvantage to saves. A very common combo for a level 11 EK is to triple attack three different targets and than follow up with an action surge fireball.


My warlock/fighter can do this too. Well not three attacks, but two attacks and a fireball. Or two fireballs. But he's level 7. And an EK has to be 13 because they don't get 3rds till 13.

Zhorn
2022-07-25, 11:53 PM
My warlock/fighter can do this too. Well not three attacks, but two attacks and a fireball. Or two fireballs. But he's level 7. And an EK has to be 13 because they don't get 3rds till 13.
I think the point about their example, in addition to being a use of an evocation spell as a fighter, was the synergy of what those attacks are doing; being they are imposing disadvantage on the saving throw for fireball. It's the synergy of the fighter's multiple attack with Eldritch Strike (lv10) making that fireball more likely to deal full damage rather than half, even with the tertiary stat setting the DC.

Frogreaver
2022-07-26, 08:25 AM
An EK makes for one of the most defensive and stickiest fighters there is. Warcaster+Booming blade covers the sticky. Shield and absorb elements covers the defense.

Add in some combination of find familiar / misty step / web and you are starting to look really well rounded.

This is all by level 8.

If I was to make changes IÂ’d add in more spells known and a few more out if school spells known. IÂ’d also give them the ability to recover a few slots.

Also you’ve gotta love level 13 with the ability to fireball action surge fireball. Works well for shatter in a 2nd level slot as well.

Pildion
2022-07-26, 09:04 AM
This may just be me, but it's long bugged me that are half casters and 1/3rd casters. Paladins and Rangers get 1/2 half casting for all their subclasses, where fighters and rogues have to dedicate themselves to a subclass to learn magic, and then it's limited to 1/3 casting and restricted spell schools as well. I personally hate the 1/3rd caster system. If every Paladins and rangers can be full martial classes and be half-casters, I see no reasons a dedicated specialist fighter/rogue can't do the same. I'm curious to know what others thing of this though. Good idea, bad idea? In your opinion, how powerful would it be to have the the 1/3rd casters bumped up to half caster progression and remove the spell school restriction on these classes?

I think levels 1>19 at half caster a Eldritch Knight is fine, I've never played a AT so I'm not sure on that end. I think a half caster EK would be equal to a Paladin from 1>19 but X4 attack would put it over at level 20. I think Smite and Imp Smite would be on par with X3 attack but not X4. That said, all my EK builds are 12\8 with wizard anyways, basically making a X3 attack "half caster" EK.

windgate
2022-07-26, 02:58 PM
I think levels 1>19 at half caster a Eldritch Knight is fine, I've never played a AT so I'm not sure on that end. I think a half caster EK would be equal to a Paladin from 1>19 but X4 attack would put it over at level 20. I think Smite and Imp Smite would be on par with X3 attack but not X4. That said, all my EK builds are 12\8 with wizard anyways, basically making a X3 attack "half caster" EK.

My introduction to Tabletop RPG's was 4th Edition D&D. I absolutely loved the swordmage class from that edition (despite the obvious placeholder class name). I've being trying to recreate that class in 5th but just cant do so without mutliclassing and feats. Right now for me that means combining Eldritch knight (Survivability) and Blade singer Wizard (Mechanics and Equipment preferences) with the Eladrin Race (teleporting).

I think one of the challenges 5th has created for attempting to create the "Gish" is the rest mechanics that martial and spell casters class resources are built on. Spell casters have more powerful impact but less "gas", Martials have, arguably, weaker "bursts" but are more sustainable. The Paladin has 1/2 Casting but almost all of its resources recharge on a long rest (like spell casters) to compensate.

While I inherently like the idea of giving EK and AT higher spell slots, it would increase their potential impact up too much on top of an already really good "baseline." 1/3 Caster was the best compromise IMO. Instead of more (higher) spell slots, a recovery option for the lower slots could be considered. Maybe allow them to recover total spell slots levels equal to their Proficiency bonus during one short rest per day?

A less dramatic improvement would be removing conjuration spells (that target self) from the restricted list. That would add in most of the buffs.

5eNeedsDarksun
2022-07-26, 05:47 PM
One 'buff' to 1/3 and 1/2 casters that's available with newer materials is Fey Touched, and to a lesser extent Shadow Touched. For classes that are short on spells, to get 2 additional good ones that can also be cast using you slots is amazing. The 1/2 ASI is icing on the cake. Specific to EKs more than ATs, I get that Int might be the tertiary stat, but 2 additional ASIs and the availability of these 1/2 feats should get Int into at least the decent category.

Psyren
2022-07-26, 10:36 PM
Also for God's sake, allow ATs to sneak attack with their cantrips and spells, why not?


They actually can - you just have to use cantrips that involve a weapon attack, like BB or GFB. This can get you both scaling cantrip damage and sneak attack on the same hit, provided you meet the requirements. This is a big part of why many ATs go melee. (Another big part being the Sentinel interaction.)