

There seemed to be no impact on game balance. The extra cantrips and rituals were the main features that ended up being relevant, mainly because I was the only caster in the group. I found this mostly useful to have a lot of rituals available but in hindsight that might have been similarly accomplished by simply taking the Ritual Caster feat.I could not replace any other EK spell (I technically could but would miss out on getting a new spell).After a few levels only a few lvl 1 spells remain relevant. Only lvl 1 spells could be copied in this way, and I could only prepare INT+1 lvl 1 wizard spells.All fighter features were obtained 1 level later than a pure EK.My DM did allow me to make such a character and having played the character up to total level 10 (wizard 1/EK 9) I can note the following: Scenario: A Character is a lvl 3 Rogue/Arcane Trickster and a lvl 5 Wizard (any). You are unlikely to break anything by allowing this particular build However, regardless of how you choose to interpret this. Naturally, one could also read this as Magic Initiate being an exception to the general rules, in which case this strategy would not be possible. To me this part of the sage advice answer reads as a clarification of the general rules and thus I interpret that a wizard spell known could normally be added to a wizard spellbook (if you are a wizard), also allowing spells known from Eldritch Knight (or Arcane Trickster) to be added in this way. Similarly, if you are a wizard and pick that class for the feat, you learn a 1st-level wizard spell, which you could add to your spellbook and subsequently prepare. The D&D 5e Arcane Trickster rogue subclass gives the rogue limited wizard spellcasting. In this sage advice we can see under a somewhat unrelated question about the Magic Initiate Feat: Let us then make a comparison with another feature that also allows one to "know" wizard spells (as opposed to having them on the spellbook), the Magic Initiate feat. Level 3/4/5 - Rogue 2/3/4 Arcane Trickster Green Flame Blade, Minor Illusion, Shield, Tashas laughter, charm person, Silvery Barbs. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

You might find other spells during your adventures. However, it is not explicitly stated that knowing a spell counts as finding it for the purposes of adding it to a spellbook. Fancy Footwork and Rakish Audacity both provide damage and utility to any melee class, and Cleric is no different. You know three 1st level wizard spells of your choice, The first three levels of Rogue are some of the strongest multiclass dips in 5e and we’ll be taking all three here and taking Swashbuckler as our Roguish Archetype. A highlight about Clerics is the versatility they get through domains, but a downside is that you have to roleplay servitude to a deity.Firstly, the Eldritch Knight spells are actually wizard spells (Arcane Trickster uses similar wording):

Honestly, Clerics are incredible and each team benefits from having one on your team (just look at how good Shadowheart is). Clerics can deal good damage and survive longer than other classes, but what really drags Clerics down is their support focus. Clerics can make for great DPS and tanking, however, their spells lean more toward supporting the team with defensive and healing spells. Their roleplaying possibilities thanks to their pacts can be fun.Ĭlerics wish they could be Paladins but they are stuck in the back supporting the team. Also, they have the least amount of spells compared to the other spellcasters, but they can short rest to refresh their spells which can be powerful. While there is some versatility found in the subclasses, Warlocks don’t have as many options as other classes. The Arcane Trickster subclass specifically has potential to work well in combination with wizards since both use Intelligence as their spellcasting ability. Warlocks really can be just as good and powerful as Sorcerers and Wizards in Baldur’s Gate 3, but they are C-tier because the best builds rely on two spells: Eldritch Blast for DPS and Hex for debuffing enemies.
