The Eldritch Knight
[NOTE: This build is in the earliest stage of development]
A D&D 3.5e class that was infamously mid, reimagined as a Skyrim Character Build to be the terrible force of destruction it was intended to be.

“We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.”
― H. P. Lovecraft, The Call of Cthulhu

The Eldritch Knight blends heavy martial prowess with arcane and otherworldly magics, leaving chaos in their wake.
Race
Top Choice:
Orsimer: Martial preference, physical skills can too easily take a backseat in mixed builds. Berserking is a top tier ability that affects both physical and magic attacks. Gains magic more slowly at first, but balances.
OR
Altmer: Optimal innate abilities with Imperious Races makes Altmer the top tier pick for this build at high levels, but has low health and stamina at first level. Altmer have no equal in raw magical ability.
Alternatives:
Breton: Magically potent and resistant, but physically the weakest choice with Imperious. Having the strongest start in Conjuration redeems this, but Imperious Breton is a niche pick. Arguably top tier for Vanilla or Morningstar.
Imperial: Most balanced selection, solid stats & skills with equal physical and magical ability. The equivalent of choosing Human.
Dunmer: Useful selection with magic skills, but outclassed by Altmer by mid-game. Still, you can never go wrong with a dark elf, dunmer, drow, whatever.
Spells
First Level Spells
At-Will:
Flames and Sparks: (Destruction) At-Will
Spammable damage & leveling spell
Unbound Fire: (Destruction) At-Will, bolt of wildfire that deals 10 damage. The flames randomly jump to the target or caster, dealing 25 damage.
Needs Testing: high risk & reward
Lesser:
Bound Sword: (Conjuration) Summons a Bound Sword to fight with.
Utilizing magic early on to amplify your might. procs Conjuration and One-Handed, consistent damage and XP
Consuming Power: (Conjuration) Allied summoned or reanimated minion gains 75% extra attack damage for 10 seconds, then dies.
Time this for a Conjure’s final 10 seconds for maximum efficiency, or use it immediately after conjuring for an aggressive assault
Conjure Avenging Wraith: (Conjuration) Summons an Avenging Wraith for 30 seconds. Its stats are equal to 150% of those of the opponent that last killed it.
Prepare Avenging Wraiths before combat using powerful mobs like Giants
Utility:
Shadow Stride: (Alteration) Move 15% faster in combat for 60 seconds.
Easier positioning, escape option, early Alteration XP
S
Dispel Magic: (Illusion) Dispels all magical effects (except diseases) on friends and foes.
Essential tool often neglected by even experienced mages.
Fifth Level Spells
At-Will:
Eldritch Blast: (Destruction) Warping blast that deals 20 raw damage. If the target dies, bind their Spirit for 30 seconds.
Call Raven: (Conjuration) Concentrate to summon a Raven. It blinds living targets, reducing weapon skills by 40 points.
Pale Shadow: (Illusion) Target enemy is attacked by its own image for 10 seconds. It deals the same damage but has 1 Health.
Lesser:
Greater:
Phantom Decoy: (Shout) Summon an illusion or shatter it to deal damage.
Evocation: (Shout) Shout a spell of your choice or raise a tower of magic to cast from.
Utility:
Ghostwalk: (Illusion) Caster is invisible for 10 seconds or until broken, then teleports back to where the spell was cast.




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