Monday, May 18, 2026

Short Adventures for Ravenloft: Borca

 Ok, confession: this is one of the settings I'm least inspired by. An oddity of a domain, Borca is dominated by two Darklords who exist in an eternal rivalry but also have different schticks. Ivana Boristi is a ruthless noblewoman who is also a master poisoner, using the gardens and greenhouses of her estate to generate toxins, while Ivan Dilisnya is a crazed man-child with an army of clockwork toys.

While they reflect opposite expressions of it - Ivana an ambitious woman underestimated because of her eternal youth and Ivan a creepy man-child who's actually quite old in appearance - both embody the weirdness and myopia of the ultra-wealthy.

And, frankly, not to get too real-world on everyone, we're sort of in an era where out-of-touch plutocrats with bizarre worldviews built on a constant feedback loop of yes-men have become real deadly menaces. Borca might not be all that fantastical when such people are calling the shots in the real world.

The ultra-wealthy, whether they be landed aristocrats or billionaire tech bros, always seem to forget that common people are actually, you know, people. They see those below their socio-economic class as "NPCs" who serve more of a statistical purpose for their own enrichment and ego than being individuals with their own dreams and desires.

I think that's what we lean into with this adventure.

These adventures are not meant to be the definitive one for each domain - I'd have used vampires in the Barovia one if that were the case. Thus, I'll focus in on a particular aesthetic and theme:

Ivan Dilisnya is a man-child obsessed with toys. He hides in his estate, affecting the identity of a little boy (I imagine that people aren't generally aware that he's really an old man). But he also makes clockwork toys to entertain him.

I think that we have the action start in a place like Lechberg, a town near the Dilisnya estate (with no real description in Van Richten's, at least). The party arrives to find the town is covered in banners and advertisements about the upcoming Clockwork Parade, a festival to bring some cheer and frivolity to the town.

The party perhaps knows an NPC from Lechberg, and is going to meet them there on the day of the parade. We'll say this is a friendly child named Sasha - maybe the party is better-acquainted with one or both of Sasha's parents.

Heralded by a clockwork jester, as well as clockwork automaton of Ivan, the parade seems pretty whimsical, but there are so many marching toys that it's had to see through them to others in the gathered crowds. In the commotion, someone who makes a good perception check sees that some of the toy soldiers are actually grabbing people from the street. Perhaps a big clockwork owlbear or something actually swallows some members of the crowd whole, but in that truly nightmarish way, no one seems to notice with all the music and entertainment.

By the time the parade has left town, dozens of townsfolk have been abducted, but many are reluctant to even mention it because they fear criticizing the entertainment that their kind lord has provided for them.

However, the party finds that Sasha was among the people taken, and they track the clockwork parade (which has notably picked up the pace significantly once out of town) back to the Dilisnya Estate.

(Alternatively, maybe the Clockwork Parade actually takes either some or all of the party members.)

There, they find that the abducted people are being forced to serve as game pieces in Ivan's games - for example, he has a chess game where the pieces are played by townsfolk who are dressed up for their role, but when a piece is taken, the person playing them is killed.

The party must fight their way through Ivan's constructs, trying to free the captured people. I think as they delve deeper, they find as well that the clockwork soldiers in the parade, who had very convincingly realistic faces, are made by grafting the faces of Ivan's victims onto the constructs.

If done at low levels, one can use things like Animated Armor to represent the Clockwork soldiers. Some might also use simple beast or monstrosity stat blocks, but with a few adjustment to make them work as constructs.

At higher levels, again, you have a lot of leeway by just taking various humanoid (or other) stat blocks and turning them into constructs (giving things like poison immunity and immunity to charm and fear effects).

Logically, this adventure probably does lead to a confrontation with Ivan, but I think that the key to making Ivan work is to start off with a sense of innocence: Ivan speaks throughout his estate through some kind of speaker system, and affects a little boy's voice - play up the idea that Ivan is actually an innocent victim in all of this whose toys have run amok. The party doesn't see Ivan until they start to realize that he isn't what he says he is (I think he becomes very possessive of Sasha, trying to turn them into his "best friend" by converting them into a special toy).

Once the party actually finds Ivan, he's not going to be much of a physical threat, but he ought to be protected by powerful construct minions - maybe even give him a Shield Guardian. If you do so, and the party is still low level, probably build the adventure with an expectation that the party doesn't defeat him, but merely has to flee the estate with Sasha and anyone else they can rescue.

Just on an aesthetic level, I think you could look to the puppets from the game Lies of P for inspiration on how to describe the "toys" that Ivan has turned his victims into.

I do see this probably as being one of the lower-level adventures in the series if you choose to string these all together as an anthology. Next, the fun and games don't stop: we're heading to The Carnival.

Sunday, May 17, 2026

Reexperiencing Expedition 33's Massive Plot Point Two

 I think there are four really major gut-punches in Expedition 33's story. The game's gorgeous visuals and really satisfying gameplay might distract you from how devastatingly emotionally painful the story is. But I remember playing the game the first time, the end of Act Two forced me to set the game down for a bit and just... recover.

I don't think it's a spoiler to say that the game strongly hints that something is up. There are too many lines of dialogue, visual hints, character moments, and questions about the world itself that make you wonder if you're not getting the full story.

That being said, I remember still being woefully unprepared for what was to come in this act break.

To avoid spoiling anyone who hasn't played it yet (it's funny to think the game's still only about a year old) we'll do a spoiler cut.

SPOILERS AHEAD:

Short Adventures for Ravenloft: Bluetspur

 Bluetspur is a weird, weird domain of dread.

There's already an element of cosmic horror just to the nature of Ravenloft. Even if its iconic monsters are often drawn from more gothic and dark fantasy tropes, the nature of the setting as this kind of perpetual prison that re-shapes itself to maintain a deadly status quo means that one can never feel confident that one understands it.

Cosmic horror and psychological horror are kind of opposites - one is about the terror of the vastness beyond ourselves, and the other is about the horrors lurking within our minds. And yet, there's kind of an overlap, with madness a very common trope in it.

Bluetspur doesn't make sense. While a place like Barovia will play tricks on you, a looping road through the Svalich Wood that ought not to make sense, for example, Bluetspur just doesn't compute. A vast mountain is always in view regardless of which direction you face.

There's no map of Bluetspur, because I don't think you're ever meant to really understand where you are there.

One of the major tropes of Bluetspur is a little bit of sci-fi invading our fantasy game (I think cosmic horror is often where dark fantasy and sci-fi start to overlap: a bit of the supernatural in an otherwise rational sci-fi universe, or a bit of the alien that doesn't exist within understood hierarchies and spectrums of good and evil in fantasy,) and that is the Alien Abduction trope.

In stories like the X-Files, the experience of alien abduction is harrowing, and also frustratingly vague - people find they've lost time, the clock jumping from 10 pm to 4 am with noting to mark the jump but a flash of bright light, and then only later might they recall dream-like experiences of strange experimentation, monstrous creatures, pain and horror.

This is absolutely how Bluetspur operates - its Mind Flayer inhabitants seek a way to cure the dying God Brain, the Darklord, and travel the Mists abducting people to experiment upon. The God Brain's actions that had it taken in by the Dark Powers and its torment are kept a little vague. Mind Flayers are already very alien beings, and also horrifyingly monstrous, and so I think that of all Darklords, we need not make the God Brain into a character the players really interact with very much.

I also think that Bluetspur is so weird that we should only really see it briefly.

But this is an adventure that's supposed to be set there, and while I think you could do an adventure dealing with the effects of contact with Bluetspur in another domain, I want to actually make an adventure set there.

But it won't seem like that.

Ok, first off, the players have an abduction experience. If it's a fresh group of characters, these could all happen separately - maybe the players are from different domains, or even from outside the Mists. If they're already a party, they might have one of these experiences together - traveling down the road, a blinding light appears above them, and they all feel a moment of breathlessness and panic, but then it's gone, and the sun is now in a different position in the sky.

Personally, I'd start them off in Lamordia, as its kind of steampunk vibe feels like it plays nicely with the tropes of cosmic horror, but you could have them in other locations. Anyway, this bizarre experience can kind of be brushed aside - a mystery with no clear explanation, but that also has merely inconvenienced them, and they can head on to their next destination (we'll say Ludendorf).

However, to rip this band-aid off for you readers, the truth is that they're not in Lamordia at all. They're actually in a shared illusory reality within the alien labs of Bluetspur.

Something feels off when they get to the city - the layout of the streets is unfamiliar - but this could be written off as Ravenloft being Ravenloft. The party is en route to meet with an old friend of theirs, a Professor Schulberg. En route to the Professor's home, they are attacked on the streets by crazed people, ranting and raving and begging to be "let out." The people are showing signs of strange mutilations - we probably just want to use normal humanoid stat blocks like bandits, cultists, spies, etc.

The party then eventually gets to Schulberg's home, where they find her in a dreadful state - the professor is undergoing a terrible transformation, her body turning into some kind of aberration, like a Grick. The process is slow and painful, but she still has enough of her mind to tell the party that they need to escape. Before she can finish her explanation, her "nurse" bursts in and tries to force the party to leave so they can administer a "sedative."

The nurse, it turns out, is actually a Mind Flayer overseeing the illusory reality, and Schulberg screams, accusing the nurse of being her torturer. If the party doesn't fend her off, Schulberg's transformation is completed and she is no longer able to help them, but the Nurse will then turn their attention to the party.

Should the party slay the nurse, the illusion of being a normal humanoid breaks, and their mind flayer nature is revealed. If Schulberg is still alive, she can tell them that they aren't in Ludendorf (or wherever the adventure is falsely set) but are in the clutches of these alien beings. They need to find the exit point to this simulation, which she says can be found in a building "with the belladonna flowers." Schulberg is, at best, barely hanging onto her humanity anymore, or if the party allowed the nurse to finish their work, they'll find this information in some of the professor's notes.

Going out into the streets, the transformed, aggressive people are now fully transformed into monsters like Umber Hulks, Hook Horrors, or maybe aberrations like Chuuls. Also, the false nature of the city becomes more obvious - I like to imagine that there are street signs that have that blurry, illegible text like from early AI-generated images.

Ultimately, the party finds their way to the Nightshade Hotel (belladonna is another name for Nightshade,) and finds in the lobby a strange black stone obelisk that seems to weep an unctuous fluid. Touching the obelisk wakes them from the false reality, and they find themselves in a dark, alien laboratory (heavy on the H.R. Giger vibes).

At this point, I think the threat is less physical - the Mind Flayers here are just your basic variety, and not in great numbers, because they expect the subjects to all be sedated in the dream-state. But I think the player characters might find that they're weakened by the experiments performed on them - even starting off with a level or two of exhaustion.

Because of that, any combat they encounter in the lab should actually be pretty trivial - just like, a single Mind Flayer at a time, maybe a Gibbering Mouther made of the combined remains of other experimental victims.

The party must find their way out of the labs, and eventually finds a hatch marked with the holy symbol of Ezra (a surprisingly intelligible bit of signage in a place lacking it otherwise,) which opens up into a wall of Mist, and from there, they can escape.

More than our Barovia adventure, I think this would need to take place over the course of a few sessions unless your players can resolve things very quickly. We're also probably going to want the players to be closer to mid levels, as we want a single Mind Flayer with the entire party at two levels of exhaustion to still be a pretty trivially easy fight (we might even take away the Mind Flayer's Dominate Monster ability just to be safe).

I pitched this idea to my best friend, and he pointed out that if we were doing all these adventures as a series, setting this one ostensibly in Lamordia might be a giveaway if we also have a different adventure set there. I don't know that that would totally ruin it, but you could naturally just have it in some other setting (maybe one of the Other Domains, like Zherisia, or just a homebrewed one).

Next up, we'll have some decisions to make in the dual-Darklord realm of Borca.

Short Adventures for Ravenloft: Barovia

 I love the Ravenloft setting. I wasn't really a goth as a teenager, but having grown up in a century-old Victorian house in New England, having loved Halloween as my favorite holiday, and honestly, probably because of the Orange and Purple Ed Emberley drawing books, I've just had a lifelong affection for the trappings of spookiness.

The setting can work for an ongoing campaign, but I think it's also a setting that's uniquely useful for short-form adventures and one-shots. Each domain is a pocket-dimension floating in the Mists, and as realms of horror, you can quite easily motivate a party to simply try to escape it.

Each domain has its Darklord, an evil character, often of a monstrous nature, who is both its prisoner and its tyrant (though not always obviously in charge of the domain). The domain is a reflection of the Darklord.

The module that spun out into the full setting was the original Ravenloft adventure, in which the party had to delve into the deadly Castle Ravenloft and face the vampire Strahd von Zarovich. As the setting developed, it became canonical that his realm, Barovia, was the first of the Domains of Dread, and he is the first vampire in the D&D cosmos.

Barovia is also the most famous domain because it is the setting of arguably 5th Edition's best adventure book, Curse of Strahd, itself a kind of modernized update of the original Ravenloft module (taking into account the later expansion of Barovia to include sites such as Vallaki, Krezk, and the Amber Temple).

And what that means, then, is that if we want to do a short adventure or one-shot set there, we should probably try to go about it in a different manner than just "go fight Strahd."

Darklords are villains, but they need not be antagonists. Travelers in the Mists might be well-advised to get on a Darklord's good side. The nature of the Domains means this won't work out so well in the long run, but they are powerful.

Also, the nature of the Domains is that they are both always reverting to their miserable state but also always shifting, unbound by any sense of "continuity." They run on nightmare logic. That means that we can use familiar locations from Barovia and do something very different with them.

So, first off, I think that we probably have this adventure involve Strahd as our quest-giver, inverting his usual role. Strahd is sinister, but also charming, and can play a sense of Byronic tragedy to elicit sympathy even though it's pure manipulation. Still, he is in a position of power: the party finds themselves trapped in Barovia, and Strahd has the ability to open the Mists and allow them out (though only to another Domain).

Strahd's primary torment is his inability to claim the woman over whom he obsesses, Tatyana, who is cursed as well to reincarnate in Barovia over and over, never able to fully escape the vampire. But that's not his only interest: for countless years, he collaborated with best frenemy Azalin Rex (the disappeared lich Darklord of Darkon) to try to understand the nature of the Mists and escape from them. The two had a falling out (as tends to happen with powerful narcissists) and I think this is a good hook for what he might want:

Our MacGuffin will be a tome of secrets written by Azalin. We'll say it has insights into the Goddess Ezra, seemingly a real divinity that exists within the Mists, but also has very different natures depending on the domain (I think sometimes kind and protecting, other times evil and deathly). For the sake of keeping it vague, we'll say that Azalin wrote it in a cipher that only he and Strahd shared.

Ok, so we've got a MacGuffin - success in the adventure means delivering this tome (we'll call it "The Tome of the Silver Shield," after one of Ezra's holy symbols) to Strahd. Now, where might they find it, and who might guard it?

Barovia reflects Strahd, and I think at his core, he's an avaricious being - he slew his brother over his obsession with the woman his brother was going to marry, and it wasn't like she had expressed any interest in him. The monsters of Barovia are hungry, ravenous, and obsessive.

Naturally, vampires are the most iconic monsters of Ravenloft, and probably most of them can trace their lineage back to Strahd. (While Strahd is canonically the first vampire in the D&D multiverse, I don't know that we can be sure that every vampire is the direct "descendant" of his, as others might have been created by the Dark Powers or other entities - though those in Barovia are probably from his bloodline.) I also love that we get a bit of a variety of vampires, like the Vampire Nightbringers, which are more beastly, inhuman versions, or the Nosferatu from Van Richten's, which honestly kind of fill a similar role.

But if we want to deviate slightly from the obvious route while still living in that undead, devouring mode, I think we should use Ghouls.

Ghouls and Ghasts are an interesting form of undead. While zombies are mindless, ghouls retain a bit more humanoid intelligence. Your standard ghoul is still pretty dumb - they only have a 7 intelligence - but they're still capable of speech. Ghasts are basically smarter, more powerful ghouls - personally, I treat them as part of the same "monster family" much as vampires are grouped together.

One of the defining traits of Ghouls is that they eat corpses (necrophage? Would that be the term?) They're also violent and evil, and may very well make people into corpses - and there, I think, we have our hook.

In Van Richten's, domains are often associated with different horror subgenres. Barovia is hardcore Gothic Horror to be sure - a genre that can mean many things, but on an emotional level, it's about the fear of the dark urges that lurk within, either within ourselves or within others. Strahd is someone who has been completely overtaken and redefined by his dark urges, and so the horror is that for all of his pretense as a noble lord, he's a vicious beast that will kill you.

Still, while places like Tepest are more classically associated with Folk Horror, I think there's a bit of an element of this in Barovia, such as the bizarre festivals in Vallaki or the evil druids of Yester Hill.

    So, let's pitch this:

The party is trapped in Barovia, the misty borders closed to them. They receive a letter from Strahd, inviting them to Castle Ravenloft for a proposal of "mutually beneficial cooperation." Strahd greets them at the castle and presents them with the quest: their reward will be a "magical trinket" that will see them through the Mists (in fact, it's not magical, just a mundane object with Nystul's Magic Aura on it to make it look like it has divination magic on it).

He says that he wishes for the party to retrieve the Tome of the Silver Shield from a ruined chapel in the Svalich Woods that he will not enter because of "ancient sworn pacts and oaths." He presents the party with a map and perhaps even some funds and/or gear.

The party follows the path presented by the map, perhaps encountering some spooky monsters along the way (depending on the level, this might be giant spiders or bats or blights - not wolves, though, because I think Strahd directly commands all the wolves in Barovia).

When they come across the chapel, though, they see that it has been recently broken into, and the tome is missing, but a path of bent and broken bushes and undergrowth, which seems like it was created by a cart being pulled through the woods, leads off in another direction.

The party finds that the track leads to a tiny hamlet - basically just a couple of buildings, all of which are decrepit and run down, and look abandoned. However, there are some villagers there, dressed in thick clothing and all with high collars pulled up over their mouths (think like the poster for Brotherhood of the Wolf, or if you prefer, Bloodborne, whose look was inspired by that movie) and with very pale skin.

If they ask the villagers about the book, an individual named Luko will tell them that they took it from the chapel out of fear that it would be damaged by the elements, and that it is being stored in the Elder's house.

There would be signs that something's amiss - for one thing, a Divine Sense or similar magic would make it clear they're all undead. But the state of the hamlet would also raise some questions, and the inhabitants would not be very good at explaining away the sorry state of things.

If and when they enter the Elder's house, you could either play it quick and simple - just having them go in and find that there's a feast hall with a table covered with rotting meat, and then the ghouls swarm in on them, or you could play it slower, and have the party walk in to a room with a trapped floor that collapses, trapping them in a pit to be held for later.

Naturally, the party would need to fight their way out, but a search of the Elder's house would yield the tome.

Now, depending on the level of the party, we'd use different types of ghouls and ghasts. For tier 1 characters, we might just stick entirely with Ghouls, which are CR 1 - meaning that we probably don't want to even attempt this adventure until level 3 or so.

More likely, I think a party probably wants to be level 5 or so before they're traveling across Barovia. In that case, we could still just use Ghouls, though we start to really have to outnumber the party. Note, though, that Ghouls have an attack that paralyzes, so bumping the numbers up might wind up making the fight not super fun. At this stage, I'd probably swap in some Ghasts.

If we're at the higher end of tier 2, like level 8ish, we could consider throwing in a Ghast Gravecaller, perhaps playing the role of the Elder whose house this is. These guys are a big jump in CR, and thus XP, so you really want to use them a boss monster supported by ghast or ghoul minions.

Now, I think to make this adventure memorable, you should really play up the deviousness of the ghouls. They are not charismatic monsters (even the Gravecaller has a negative to Charisma) and so the party will very likely sense something is wrong - though you don't need to reveal the full truth simply on a good insight check, instead you can simply say that these beings seem to have another agenda.

Ultimately, this is going to lead to a big combat encounter in the hamlet - either in the streets or the elder's house. I don't know that I'd put too much energy into fleshing out the entire ghoulish community here - probably just make Luko and perhaps the Elder into fleshed-out NPCs.

One question to consider is why the ghouls took the Tome of the Silver Shield. The simplest answer is that they knew that it was the kind of thing that people would seek out, and would thus be a good lure for potential victims.

But I think it might be more interesting if we have something tragic about it: everything in Barovia leads back to Strahd, and so I think it would make sense that the ghouls were cursed into their current state by the vampire lord himself. Perhaps they are, or are the descendants of, the original inhabitants of the valley whom Strahd conquered back when he was human. Most capitulated and swore fealty to him, but these were those who remained defiant.

This would mean that, true to Ravenloft's Darklords, the terror is fundamentally the fault of the domain's lord. Maybe the ghouls are trying to find the wisdom in the tome to reverse their state.

If you have players who are sympathetic to this cause, you probably want a horror rug-pull - maybe if the players are convinced by the ghouls to at least let them try to use the tome to reverse the curse, they then discover some historical texts or clues that, well, actually, the people of this hamlet were always murderous cannibals, and that Strahd's curse was simply to force them to manifest physically their inner evil, and the ghouls always intended to eat the party one way or another.

There's a good chance that this will wind up largely boiling down to one big combat encounter. Thus, we'd want to make the arena for said encounter interesting. If it takes place in the Elder's house, see if you can put together a multi-level building. The building is in a state of rot and decay, so parts of the stairs or landings, or even just floors on the second floor might break through to the floor below. Walls might also be weak enough to be easily destroyed, so ghouls and intrepid party members might smash through them.

If the fight breaks out in the village square, you might be a little more challenged in making the area dynamic, but I think having the buildings weirdly close to one another, with tiny alleys for ghouls to hide in out of line of sight could help.

If I have the creative juices, I'm going to try to do one of these for each of the primary domains listed in Van Richten's, which means we're going to far weirder places with Bluetspur next.

Saturday, May 16, 2026

Blaster Goo-Lock vs. Death Knight

 We've been looking primarily at weapon-based builds that mostly involve just attacking with weapons, which does make the math relatively simple, but here I wanted to go to my very first character concept and see how they compare.

There's a lot of discourse that talks about how spellcasters are just more powerful than non-spellcasters in D&D. And I think that's probably true in a general sense - my Wizard can just do so many more things than our party's Fighter/Rogue. One could imagine that martial characters would still excel in single-target damage, but some spells (primarily Conjure Minor Elementals, but others as well) can allow a caster to overtake a martial character even in that scenario.

Part of this, I think, is that people don't really play D&D the way that its design leans: essentially, people rest far too often compared to how often they get into fights. Martial characters often don't have to burn resources to be at near-top-form. If the Wizard is relying on cantrips most rounds, then yes, a Barbarian is probably going to do way more damage than they do. But I think when you only have a few combats per day, the casters never have to play all that conservatively. And I will say that this isn't entirely players' faults: I think that the output of damage that monsters do compared with the amount of HP that players have also means that players want to take a rest more frequently than the game's resource systems are designed around.

I did a post a while back determining how many encounters using the 2024 DMG's encounter-building system we should have using the 2014 DMG's "Adventuring Day" value's worth of XP. It's a bit unhinged - and given how conservative the 2014 encounter-building rules were, you'd have a massive number of fairly trivial encounters if you used it.

Notably, 2024's DMG got rid of the section on the Adventuring Day. While I think very few people actually used it, and I think that the designers reasoned that players these days treat combat more as action set-pieces than something you're going to deal with in every room of a dungeon, it does actually mean that there's a crucial piece missing in figuring out the overall difficulty of a day's adventure.

But of all the full spellcasting classes, I think the Warlock is somewhat bounded because of its weird, unique spellcasting system.

Warlocks will never have more than 4 spell slots, though to be fair, at higher levels they also get their Mystic Arcana. This encourages them to treat spells a little differently - especially in single-target situations, they're usually best off picking a good concentration spell and then using something unlimited, like Eldritch Blast or a Pact Weapon, to be their main action over the course of a fight.

Warlocks have fairly simple gameplay because of this limitation, but building them involves a lot of complexity through Eldritch Invocations.

We thus have a ton of ways to build out even a pure Warlock character, but I'm going to just go a single, simple route: We're going to make an Eldritch-Blast-focused Great Old One Warlock, and we're going to see how they do versus a Death Knight at level 10.

    Feats:

Ok, as usual, we're assuming we take a background that allows us to boost our Charisma, and via Point Buy or Standard Array, we'll start off with a 17 Charisma at level 1. I've been ignoring Savage Attacker for the martials here, and really just ignoring Origin Feats overall, so I shan't start incorporating them now!

At level 4, I'm tempted to deviate from my usual: War Caster is a fantastic feat, but the main benefit is that we get advantage on Concentration saves. That's super-valuable for a Warlock who doesn't have a lot of other spell-slots to re-up a concentration spell, but we can take Eldritch Mind instead as an Invocation. The other benefits of the feat - the spells-as-opportunity-attacks and ability to do somatic components with weapons or shields in hand are... not actually that useful for us. We're going to be staying way the hell away from our foes if we can (though we might need to dip in briefly to establish a clairvoyant connection) and this ain't a Blade pact build (though even then, a Pact weapon can be used as a spell focus).

So instead, I'm going to grab Spell Sniper. This will let us use Eldritch Blast in melee without any penalty, and then it will also let us ignore partial cover when we attack with it.

At level 8, we could just take an ASI to cap out our Charisma, but I think that's leaving some tasty tools on the table. Some of the usual hits are a bit less appealing - Fey Touched, for example, is a common choice because Misty Step is so awesome, but not when you have to use your very limited 5th level spell slots to cast it (after one free casting, of course). Telepathic is also a bit redundant with our Great Old One subclass features.

Telekinetic, on the other hand, is thematic and not terribly redundant, and we don't really need our bonus action very much (which we'll talk about in Spells) so we can use the Telekinetic Shove very frequently. I think this is probably the one to grab.

    Invocations:

At level 10, we'll have 7 Eldritch Invocations. Let's get the obvious ones out of the way:

Agonizing Blast is a must-have, helping our Eldritch Blast scale almost as well as a weapon (actually scaling just as well as a nonmagical weapon,) meaning we're doing about as well as a Fighter with a Heavy Crossbow or Pistol.

Eldritch Mind is then a must-have because we're skipping War Caster.

Now, what about a Pact Boon? We're skipping Pact of the Blade because that's not the build we're going for. Pact of the Chain could give us advantage on one of our attacks, which isn't nothing. Probably our best bet for this purpose, sadly, would be a mundane beast rather than any of our special options to get something with Flyby, though I do really like the Sphinx of Wonder's Burst of Ingenuity reaction. We'll set this aside for now.

Actually, if we're just getting a mundane familiar, we might as well get Pact of the Tome instead, with which we can get Find Familiar as our free ritual spell. I like this pact boon a lot, but I think our main cantrip is going to come with the class anyway, so again, we'll save it for if we have extra slots left.

Repelling Blast won't increase our damage, but it's a fantastic bit of utility (especially as we get more blasts leveling up).

Gift of the Protectors is, again, not going to boost our damage, but it can keep one of our friends up, so I think it's worth grabbing. This does require Pact of the Tome, so if we take it, that's 5 claimed, and two left.

Fiendish Vigor is ok, but it notably doesn't say you get False Life automatically prepared - you can just cast it without a spell slot, and get a flat 12 Temp Hp. That's actually pretty good for keeping you a little more resilient over an adventuring day, but it doesn't scale with your level at all.

Honestly, there's not a lot left to just boost damage, so I'd personally take Devil's Sight, Mask of Many Faces, and, let's say Lessons of the First Ones to grab something nice like Tough, Lucky, Alert, or what-have-you. This last one might be less valuable if we're already, like, a Human with two Origin feats. We'll assume we have Lucky somehow.

    Spells:

Our concentration and our spell slots are precious, so this will probably be pretty simple.

Our main "thing" is going to be Eldritch Blast, which resembles a Heavy Crossbow for a martial in a few ways: it does 1d10 damage, we add the 4 of our main ability modifier to damage, we push targets pack 10 feet when we hit them, and we get to make two attacks per turn.

In terms of non-concentration spells to consider, Armor of Agathys is good for both protection and to punish attackers, but ideally we're going to stay the hell away from our Death Knight adversary, and let the melee martial characters tank it. If we had the minute and components to cast it, Magic Circle could really work wonders at protecting us from the Death Knight. But we'll assume we can't really do that.

Thus, we're going to focus mainly on just a single concentration spell and our cantrip on subsequent turns.

I think there's an argument for Hunger of Hadar here - Death Knights have Darkvision, but that won't pierce the darkness of the spell, and because we have Devil's Sight, we'll be getting advantage on our attacks. Furthermore, if the Death Knight tries to move out of it, we can use our Repelling Blast and/or our Telepathic Shove to push them back into it. Both damage types from the spell will be effective against the Death Knight, but there's no save against the Cold damage, so we'd pour our upcasting into that, doing 4d6 cold at the start of the DK's turn and then 2d6 Acid on a failed save.

There are a couple problems, though: first is our friends. Hunger of Hadar is kind of area-denial, and sadly that applies to our party members as well. If we think we can reliably box the Death Knight into it (get a friend to cast Wall of Force around it, or something) it'll be great, but if we want some melee characters engaging with the Death Knight, this will hinder them.

Second, the Death Knight can move with legendary actions. So even if we push them back 20 feet, and even another 5 with our Telepathic feat, and they're in difficult terrain, they can still do 37.5 feet of movement each round, which will get them out of the spell's radius. (Granted, if you put it in a bottleneck, that might run them into your melee folks).

I think this would be a really cool play, but I think the simpler option is what I really wanted to build around anyway, which is Summon Aberration.

Now, for pure damage output, the Mind Flayer (formerly Star Spawn) option is going to do the most because of their Whispering Aura. But these spirits are pretty fragile - it'll only have 50 HP and an AC of 16. The safer option is to use the Beholderkin, which can hover and shoot rays at a range of 150 feet. Put them far away from any of the party so they don't get caught in a Hellfire Orb and you should be ok as long as you maintain concentration.

    Game Plan:

This is pretty simple: We cast Summon Aberration on turn 1 (it's an hour duration, so if we know things are about to pop off, we can cast it ahead of time, but I'm assuming the fight comes as a bit of a surprise).

Next, we scoot up to just within 30 feet of the Death Knight and attempt to use Clairvoyant Combatant on them. Full disclosure: if the Death Knight fails, they will probably burn a Legendary resistance, so this probably won't do anything. But it's worth a shot, if only to burn that LR.

Our familiar acts on its own initiative (barring a home rule) and so we'll have it Help whoever hits the hardest in our party. We'll have it take an Owl form so that it can fly, help, and then fly out without provoking an opportunity attack. Like the Beholderkin, we want it to spread out to avoid AoE spells. Because this might go to helping, say, the Paladin, I'm not going to include it in our calculations.

We have our Aberration fire two Eye Rays at the Death Knight.

On turn two, we will use Eldritch Blast to attack the Death Knight twice, and then have our Aberration keep shooting.

    Lucky and Advantage:

We'll have 4 luck points at this level. Lucky and Heroic Inspiration have kind of flipped in 5.5, so this will just grant advantage, or disadvantage if we're attacked. We could use this on two rounds of Eldritch Blasts to get advantage on all four of those attacks.

I... boy, here I think that the white-room optimizer nature of this series suggests that's what we should do, but in practice, I'd for sure hold this for, like, a saving throw against Hellfire Orb or Command or something.

Ok, bowing to the real world of actually playing this game, I'm going to say we're not burning Luck Points to get advantage on attacks. Sorry.

    Eldritch Blasts:

We have a +8 to hit here, meaning we have to get a 12 or higher on the die, and so we have a 45% hit chance. Without advantage, unless we're using our Familiar for it or Luck Points, that's just going to be it.

Our damage is 1d10+4 at this point, or about 9.5, with a 5.5 bonus on a crit. Thus, 9.5x45% is 4.275, and our crit bonus is 5.5x5%, or .275, so our total damage per attack is 4.55. Double that and we get 9.1.

    Aberration:

Our summoned Aberration is going to be doing a bit more: they have the same hit/crit chance, and it's also doing two attacks. Each hit lands for 1d8+8 at this level, or 12.5, and adds 4.5 on a crit. So, 12.5x45% is 5.625 and the crit bonus, 4.5x5%, is .225, giving us 5.85 per attack. Double that and we get 11.7.

    Summing It Up:

Thus, we get 20.8 damage per turn starting on turn 2.

That's actually well behind what we were getting on our other builds.

I will argue, though, that we bring some utility here, especially with Repelling Blast, which is a no-save pushback. With our long range on our attacks, we could spend potentially a couple rounds just pushing the Death Knight away from us if we can hit them from far enough away.

Let's try something different:

If we can bottleneck the Death Knight in a corridor or something, and we have a couple of meatshields - say a Paladin and a Barbarian) to block the way, let's see what we can do with Hunger of Hadar. Our melee allies would stand at the edge of the spell, unaffected but preventing the Death Knight from getting through. While they wouldn't be able to see the Death Knight inside it, the Death Knight is also blinded, and thus both our allies and the Death Knight would be making straight rolls. We, however, would be making attacks at advantage.

We give up our Aberration's damage, which is a big blow, because they actually hit harder than we do. But we gain the damage from Hunger of Hadar and also the increased damage because of our Advantage.

We're also assuming that the Death Knight will A: not burn legendary resistances against Hunger of Hadar and B: not retreat out the back of it. These are some generous assumptions, but it's what we're working with.

    Eldritch Blast:

The damage is the same, but we now have a different hit and crit chance. These will be 69.75% (wait, did I mess up the math in my Barbarian post? I think I had this as 67.75, but I calculated the miss chance as 55% squared, and found the difference with 1, and got this. Oh well, the Barbarian was winning anyway). And then, 9.75% chance to crit.

9.5x69.75% is 6.62625 and 9.75%x5.5 is .53625, so our total damage per blast is 7.1625. Double that for our two blasts and we get 14.325 per turn - after turn 1.

    Hunger of Hadar:

Cast at 5th level, we'll be able to add 2d6 to either (or one to each) the acid or cold damage of the spell. Because the Cold damage has no save, we'll do that. Thus, when the Death Knight starts their turn in the spell, they'll take 4d6 cold damage, and then at the end of their turn, they'll take 2d6 Acid damage if they fail a dex save at the end of their turn. Again, we're assuming we can keep the Death Knight in there the entire time.

So, 4d6 cold damage, no save, means 14 damage every round.

Then, there's the Dex save. This is a save-for-none, so it only works if they fail the save. Death Knight have Magic Resistance and a +6 to Dex saves. Our DC at this point is 16, so they fail on a 9 or lower, a 45% chance, but because of advantage, they need to fail on both dice, so it's 45% squared, or 20.25%. The damage is 2d6, or 7 on average, acid on a failure, so on average, that's 7 times 20.25%, or 1.4175.

Thus, the damage we're getting from Hunger of Hadar becomes 15.4175.

    Summing it Up:

This brings our total damage to 29.7425, which does beat our both our Rogue and our Artificer, but falls behind our Eldritch Knight and our Berserker, and this is in a scenario where things really favor us.

    One Last Thing:

Honestly, there's an alternative here: What if we just blow our spell slots on Synaptic Static?

Synaptic Static does 8d6 psychic damage, basically a Fireball that targets Intelligence and has some nice knock-on effects, but is also two spell levels higher. Death Knights only have a +1 to Intelligence saving throws, so they need to roll a 15 or higher, and still take half damage on a success.

Weirdly, we can kind of treat this like Graze in that way - the equivalent of 4d6 is hitting them no matter what, and they save to avoid the other 4d6 (is this actually easier? I don't know). So, they've got a 70% chance to fail on the save, though this becomes 49% because of advantage (70% squared). Thus, they have a guaranteed 14 (well, average) damage coming their way, and then a 49% chance to take another 14, which comes to 6.86, so the spell is doing 20.86 damage to them on average.

That is actually very, very slightly better than our Eldritch Blast/Aberration. However, we can only sustain it for two rounds, whereas the EB/SA version is sustainable for literally an hour, and our Hunger of Hadar version can last a full minute.

Death Knights actually don't have a ton of hit points - only 199 - for a creature of their power so if you're in a party with other big damage-dealers, doing the simplest and burstiest kind of damage might actually be the right call.

That being said: the truth is that D&D combat doesn't happen in a vacuum, and you can combo with other players in a lot of fun ways. The forced movement of Eldritch Blast can be very helpful, and blinding the Death Knight with Hunger of Hadar will, among other things, prevent them from using Command or Fell Word.

I'll also say that my choice of Death Knight as the target of these builds, along with the lack of any magic items (like a Rod of the Pact Keeper) does disadvantage builds focusing a lot on attack rolls, as DKs have pretty high AC for this level.

Again, I suspect that a Death Knight would be very likely to burn a legendary resistance on Clairvoyant Combatant, and they'd already have to roll quite low for it to work in the first place. There are tons of monsters for whom I think this build would be a lot more effective.

So take all those grains of salt.

Berserker v Death Knight

 So, I've been having fun figuring out what a fairly straight-forward single-class build of various sorts (arguably the Armorer and Eldritch Knight had a lot of moving parts, but weren't that complicated - the Rogue was the tough one because of how complex Vex makes things).

Of all D&D classes, Barbarian might be the one I've played the least (Druid is also there - both were basically partial one-shot characters).

That said, after playing Alan Wake II - a game that might have my favorite narrative and overall artistic ambition of all time - I started getting kind of excited about the idea for a Barbarian character. The premise was that the character had been trapped in the Shadowfell for over a decade. During that time, in order to survive there, he either manifested a dark alter-ego or perhaps in truth, some actual entity from there possessed him. Either way, when he rages, he becomes a terrifying shadow-monster (the visual would be like if you were watching a film and someone had taken a black sharpie and colored over a character frame-by-frame, but scratched a rough, grinning face out of the sharpie with a needle).

While the flavor of the character is highly supernatural, looking at the various subclasses, I actually felt that the Berserker wound up being the best fit - even if the Berserker is, in theory, the "basic, mundane" Barbarian, every subclass feature seemed to play into the fantasy of this character - you can't be frightened or charmed because the shadow-monster has already taken control, for instance.

And don't get me wrong: I really like the flavor of the World Tree Barbarian, not to mention its mechanics. I would also love the Path of the Beast if they fixed the "this subclass gives you special weapons but no obvious way for them to scale" problem, and can really imagine a kind of Werewolf Barbarian (guess I should play a Stormwight Fury in Draw Steel). But Berserker, heavily reskinned, feels the best option here.

Ok, so, as I've been doing with the other builds, this is going to be assuming a 10th level Barbarian versus a Death Knight as our really scary tier 2 boss monster (either a campaign boss or the hurdle we need to clear to get into tier 3). Likewise, I'm going to assume no magic items (which would be DM malpractice, but it makes the theorycrafting easier). We're doing a straight-class build, and we're assuming we've got a background that boosts Strength so we can get a 17 in Strength at level 1 with Point Buy.

I am also, perhaps unfairly, going to ignore Origin Feats - Savage Attacker would boost our damage, but I think (and maybe I need to do the math on it) it's not terribly significant (though as someone who often does the math here to like four decimal places, it's certainly more significant than that). Anyway, we're going to ignore it. Likewise, I'm ignoring Species features - I'm sure that a, like, Fire Goliath is probably optimal, but whatever.

So, let's talk about our build and then we'll get into our damage output.

    Weapon Choice and Feats:

This is going to tie pretty closely into feats. Barbarians are arguably better-incentivized than most to make lots of attacks, because we get to add our Rage Bonus each time. But does that make up for the lack of a big heavy weapon, which both has bigger damage dice and also allows us to get Great Weapon Master? Not to mention Polearm Master?

I think (I think) that I did the math back in 2024 and found that basically every Strength-based character will do better with a two-handed weapon than Dual Wielding - even when you have Paladins getting Radiant Strikes. Barbarians don't get a Fighting Style, so they wouldn't get Two Weapon Fighting without sacrificing a chance at bumping their strength, which cuts into the potential benefit of getting one (or after turn one, two, if we're using a Nick weapon) extra Rage bonuses. GWM is just so powerful - 4 damage added to two attacks at this level is going to be better than adding 3 damage on two additional attacks. And if we're thinking damage dice, if we use a 2d6 weapon, we're basically getting the same number of d6s per turn making two attacks as we would making four attacks with 1d6 weapons.

Thus, I think we're going to stick to a big heavy weapon. But which one?

Mathematically, the best weapon of this type is the Greatsword, which edges out the Maul (the only other to share its dice) because Graze is just that powerful, especially against a high-AC monster like a Death Knight.

I know some people have underestimated Graze because it only does anything when you miss with an attack, but except when dealing with extremely low-AC enemies, it still winds up doing more. However, I will concede that its effect is pretty boring - it doesn't reshape the battlefield at all, except more efficiently killing your foes.

But, also: the math is easier.

That being said, there are two weapon types with Graze - the Greatsword and the Glaive. The latter will do less damage, having a 1d10 rather than 2d6 as its damage dice (5.5 versus 7). That being said, the Glaive will open up Polearm Master for you, which lets you get another hit in with a bonus action - kind of giving you that benefit of dual-wielding but without having to actually dual-wield.

But... uh...

Ok, look, the Glaive approach is probably the most "optimized" one, taking GWM at level 4 and PAM at level 8.

But we sort of just did that with the Eldritch Knight.

So, instead, we're going to stick to a Greatsword. While it's tempting to just cap Strength at level 8 with an ASI (unlike the Fighter or Rogue, we only have two General Feat levels by 10) I think we'll instead take something like Mage Slayer. To be fair, this might be less important on a Berserker who's already going to be immune to fear and charm, but it's still pretty good. Beyond that, there aren't a ton of really appealing General Feats here.

    Game Plan:

Ok, this will be relatively simple:

We're going to start off our first turn by Raging. And then, we're going to use Reckless Attack every turn.

We'll start off with an attack that has advantage from Reckless, because we have a higher crit chance and will prefer to use our Frenzy damage on this one.

Next, we forgo advantage to do a Brutal Strike. The secondary effect will vary - we can use the push effect if we need to maneuver them into a position, or default to slowing them if we like where they are. 

Then, if we get a crit on either of these, we'll do our Hew attack.

Finally, if the Death Knight strikes back against us, we use our reaction for Retaliation (this one's DM/monster dependent).

    Calculating:

Ok, this should be relatively simple. Brutal Strikes has to be called out on a particular attack, so unlike Sneak Attack, we'll only factor it into a single attack with hit and crit chances we already know. The non-damage effects of Brutal Strikes won't affect our damage output.

Now, unlike our previous builds, we only have a +4 to Strength at level 10, so we'll have a total of +8 to hit, meaning that we only hit on a 12 or higher against the DK's 20 AC - meaning we have a 45% chance to hit, without advantage. With advantage, we'll have a 57.75% chance to hit, and a 9.75% to crit. But we also know exactly when we'll have advantage or not (assuming something isn't giving us disadvantage).

The one complexity here is that our Frenzy bonus (which is part of why we're committing to always recklessly attacking) does have the Sneak Attack thing of potentially coming on different attacks. So we'll deal with it separately from the attacks themselves.

First Attack:

With advantage, we have a 57.75% chance to hit and a 9.75% chance to crit. Our damage on this attack with a Greatsword will be 2d6+4, but then we also add 4 from Great Weapon Master, so it's really 2d6+8. (Actually, had to go back and change this because...) And, of course, we have our Rage bonus, which is +3 at this level, so really, it's a total of 2d6+11, so we're talking an average hit damage of 18.

That said, we can slice out the 4 from everything because of Graze and add it in later. So, we have a 57.75% chance to do 2d6+7 (or 14, as we're just cutting the 4 from Strength) and 9.75% to do an additional 2d6 (or 7). So, that's 8.085 plus .6825, or 8.7675, and then we add the guaranteed 4 back in to give us 12.7675.

Second Attack:

Now, we're forgoing advantage, but getting to add a d10, so our hit damage is 2d6+1d10+11, and our crit bonus damage is 2d6+1d10, but the chances are 45% and 5%. Graze is still in effect, so we'll slice it out. 2d6+1d10+7 on average is 19.5, and then multiplied by 45% is 8.775, and 5% times 12.5 (the crit damage bonus) is .625, so the average damage for this is 9.4. Add that 4 back in and we get 13.4.

Mystery Bonus Attack:

We won't be able to get this on our first turn even if we do crit, but if we get Hew from Great Weapon Master, we'll have a chance to get another attack in at advantage. It won't get our GWM damage bonus, though. So we're talking 2d6+7 on a hit and an extra 2d6 on a crit. Graze applies to any and all attacks with our Greatsword, so we can once again slice out the 4, though because of our rage bonus, we can't just lump hit and crit damage together. However, we're still enjoying our advantage from Reckless, so we'll be at advantage. It's almost like our first attack, but we have to cut out the GWM bonus. So, we have 2d6+3 (the 3 is the rage bonus) or 10 on a hit, and a bonus of 2d6 (or 7) on a crit. 10x57.75% is, pretty obviously, 5.775, and then our crit bonus of 7x9.75% is, as before, .6825, so the average damage for this is 6.4575. And then, we add back in the 4 from our Strength, which we'll always get, so it's 10.4575.

But how often do we get this? We're assuming this is a solo monster fight, so we won't get Hew from downing an enemy. Thus, it has to be from a critical hit. With our two normal attacks per turn, we've got two chances for that crit, but the chance of getting one is different because one is made with advantage. To figure out the chance of getting a crit on either of two attacks, we're basically taking the inverse of the chance of not getting  a crit on both. So, if we have a 9.75% chance on the first attack to get a crit, that's a 90.25% chance not to. On the second attack, the 5% chance for a crit means that we've got a 95% chance not to get a crit. Therefore, the chance we have to not get a crit on either attack is 90.25%x95%, which winds up being 85.7375%, and therefore our chance to crit on either one or both of our attacks is 14.2625%.

Therefore, we multiply that damage of 10.4575 by 14.2625%, and we get, roughly, 1.49 damage per turn - though notably, only on turns 2 onward, because we needed our bonus action to rage on turn 1.

Retaliation:

Berskers at this level will get to respond to taking damage from a creature with an attack made as a reaction. This does mean that the Death Knight does have to attack us, but we are making ourselves a prime target (and this is often the Barbarian's role in a group).

If the Death Knight attacks us every round, we can reliably make this extra attack. Again, it should still benefit from Reckless Attack, but doesn't gain our GWM damage bonus, and so the damage is actually the same as our Hew attack (when we get it). We might not get it on the first round if the Death Knight goes before us (which is plausible) but if we're their primary focus, we should get it consistently.

The damage and hit/crit chance, again, are the same as our Hew attack, so we can just carry that forward: 10.4575.

Frenzy:

Ok, now we have the Frenzy bonus. At this level, our Frenzy bonus is 3d6, or an average of 10.5 extra damage.

We don't get to choose when our Frenzy goes off - it's the first hit we land when we make Reckless Attack on our turn (with a Strength-based attack, but duh). We'd probably choose to roll it that way anyway, especially because we're making our first attack the one with genuine advantage.

3d6 is an average of 10.5. On our first attack, we have a 57.75% chance to hit and a 9.75% chance to crit. Because this is all dice and thus all doubled on a crit, we'll just lump the hit and crit chances together for our total damage on this first attack, so it's 10.5x67.5%, or 7.0875.

Now, if we miss on the first attack, we'll have a 45% chance to hit and 5% chance to crit on the second. This means that we can just take 50% of the Frenzy damage, or 5.25. However, this only goes off if we miss on the first attack, so we take 5.25 and multiply it by the 42.25% chance we missed the first time. That's 2.218125.

What about Hew? Well, we sure as hell ain't getting Hew if we didn't hit anything with our two primary attacks, so we can ignore it. And we also ignore Retaliation, because Frenzy only works when we hit on our turn.

Thus, our Frenzy damage just sums those two earlier values, which comes to 9.305625 (too many decimal places?)

Totaling It:

It's a bit of a judgment call as to what, of these, we should count in the full calculation. Most reliably, we can count the two main attacks and the frenzy damage, which would total 35.473125. On turn 2, we can also reliably add in the 1.49 from Hew, giving us 36.96 (yeah, we're rounding, and frankly we can probably just round to one decimal place).

Retaliation is the one thing that is really dependent on the DM. We're presenting ourselves as a tempting target (actually, if we took Sentinel at level 8, we could basically ensure that we can get a reaction attack every round as long as the target isn't casting an AoE spell or something) by giving them advantage on attacking us (if we knew it was an undead-heavy campaign, being an Aasimar or Cthonic Tiefling could help us with the necrotic damage,) so I think it's not unreasonable to think that we could add it in. And if that's the case, that means that after round one, we'd be putting out 46.27 damage per round.

Honestly, that's actually quite good, and kind of surprising me by beating the Eldritch Knight even with a cooperative Death Knight. (Now, I think the EK will start outscaling it the next level with their third attack, but still).

I'm tempted, then, to look at a spellcaster next. I think it's nigh-impossible to beat the simple combination of Conjure Minor Elementals and Scorching Ray (real quick, with a 50% hit chance and both cast at base level, we're talking 26.4 damage. Blowing 5th level spells for both, it becomes 67.65 damage on round two, and then casting at 4th on rounds 3-5 it's 56.375, so once it gets going, it's freaking nasty). I'd like, instead, to see how a Warlock could do with a simple Eldritch Blast and summoned creature, maybe a GOO-lock with Summon Aberration.

Tuesday, May 12, 2026

Eldritch Knight Damage Optimization

 Ok, yeah, I couldn't resist.

The Eldritch Knight is the first subclass I played in a long campaign, and I'd love to return to him because of the pure upgrades that Fighters and the subclass itself got in 5.5 (even Dragonborn did!)

I know that the Eldritch Knight can be quite powerful, even if it might not quite reach the heights of a pure spellcaster that uses some really synergistic spells (I've only used it in one fight, but my Wizard did do an upcast Conjure Minor Elementals and Scorching Ray, which also happened to be in a fight against ice elementals that were vulnerable to fire damage, so I'm pretty sure I did 200 damage in a single turn at level 9).

My Eldritch Knight was built to be super tanky, but Fighters can optimize for damage by combining a few feats with some heavy weapons. So, let's get into the build (as before, I'm ignoring Species features, we're not using any magic items, and we're figuring out what we can do against a Death Knight at level 10).

    Feats:

Fighters are the featiest class, getting extra ones at levels 6 and 14 compared to others. Like the Rogue, at level 10 we'll have three feats, which means that we can cap our Strength (and we'll be a Strength fighter) taking three General/Half Feats.

I will acknowledge that I've been ignoring Origin Feats. Savage Attacker is definitely a damage boost, but I don't believe (I can't remember how the math works out) that this is an enormous damage boost. I think it's better than the Great Weapon Fighting Style, which is also technically a boost to our damage but only a tiny amount. I'm going ignore both of them (at my own peril) and just assume we've taken something with more utility like Blind Fighting or Alert, Tough, Lucky, something like that. We're basically going to ignore these all.

However, our General Feats are going to be a big deal:

While my sword-and-board EK really should have gotten War Caster earlier, as we'll be using a two-handed weapon, we're actually ok on Somatic Spell components, because we only need both hands on the weapon while making the attack (I really wish War Bond had let us use a weapon or shield as a spellcasting focus).

First, obvious one, is Great Weapon Master. People were afraid this feat had been nerfed when it lost the giant +10 bonus to damage, but in most cases, the consistent PB bonus (4 at this level) without any penalty to our hit chance actually winds up being more damage overall, and, you know, you hit more, which is more fun.

Next, we're going to get Polearm Master. This has some redundancy with GWM, and it does mean slightly downgrading our weapon's damage, but the always-available Pole Strike ability is going to be pretty nice.

Finally, it won't do much for our damage, but I think Mage Slayer is going to be very nice - between that and Indomitable, we'll be far more capable of making those saves against nasty fear, charm, and other mental effects.

These will let us cap our Strength (assuming we got a 17 at level 1).

    Weapon:

We're going with a Glaive. In my napkin math calculations (these posts are all napkin math) the Graze mastery is the best for damage output. Some scoff at it because it only does something on a miss, but missing in D&D is a pretty common thing (especially against a heavily-armored Death Knight). Even with a pretty small miss chance, though, the amount of damage this grants you on average winds up being a pretty enormous boost that other Masteries don't really give you.

We'd use a Greatsword until we get Polearm Master (hopefully your DM is generous with magic items that work best for you) for the same reason.

    Spells:

Now, we've got to dip back into 5.0 content here, but obviously any EK worth their salt (unless, I guess, they're a ranged EK, which is a thing you can do if you really want) should take Booming Blade and Green-Flame Blade, which are even better for us in 5.5 thanks to the new War Magic.

Our options for damage-boosting concentration spells are somewhat limited, but I think our best bet right now is probably Enlarge/Reduce, enlarging ourselves to deal an extra 1d4 damage on each hit with our weapons. We will need an action to cast it, but we can cast that with our Action and then Action Surge on turn one to start hitting things right away. The nice thing here is that the damage boost doesn't require any kind of failed save (like Web) or the like. A modest but significant boost.

We do have Eldritch Strike, but I don't think that that's necessarily going to play a big role here.

    Game Plan:

So, when we confront our DK bad guy, we'll start off by casting Enlarge on ourselves, then action surge to start laying into them. We will start off with a regular attack, using Graze. We'll then use our bonus action to make either our Pole Strike if we missed or just got a regular hit, or our Hew if we got a crit. Now, unless we can't block the way to our more vulnerable allies, we'll then use our second main action attack to do Booming Blade and use Tactical Master to swap our mastery to Push, shoving the Death Knight back 10 feet.

Potentially, if the Death Knight then marches back toward us, we'll use our Reaction to do a Reactive Strike on the Death Knight as they come back.

Blessedly, none of this involves advantage, so the math should be a lot simpler than the freaking Rogue.

    Damage for Each Attack:

We have a +9 to hit, so we've got a 50% chance to hit our AC 20 Death Knight. We also have a 5% chance as usual to crit.

Now, while Graze would let us just ignore the static damage and only care about dice, our Great Weapon Master's Heavy Weapon Mastery adds static damage only on a hit. We can still just separate out the 5 from Strength and add it in once we account for hit chances.

And remember, we have Enlarge, adding 1d4 to all of these attacks.

Our hit, minus Strength, is 1d10+1d4+4, or 12.

Crit damage adds an extra 8.

With a 50% hit chance, that's 6 average damage, then .4 damage from our 5% chance to add the crit damage, giving us 6.4, and then adding in the always-happens Strength damage, giving us 11.4.

Next, we're interrupting our Attack Action to use our bonus action, and this is where it gets more complicated:

95% of the time, we're using our Pole Strike from Polearm Master, but 5% of the time we're using Hew from Great Weapon Master. Notably, neither gets the +4 bonus from GWM, so we can actually do the Graze trick.

Pole Strike gives us 2d4+5 damage (the second d4 from Enlarge), but still is from a Glaive and so should still give us the Graze benefits, but because this doesn't benefit from GWM's damage boost, we can just take the shortcut and save the 5 for after we account for hit chance. 2d4 is 5 on average, and we multiply it by 55%, so that's 2.75. And then we add in the 5, giving us 7.75 But this is only 95% of the time, because if we get a crit, we'll use the Glaive's blade instead. So that's really 7.3625.

Now, Hew gives us 1d10+1d4+5, and again, we don't get to add the 4, so we'll do the same trick. 1d10+1d4 is 8 on average, and multiplying it by 55% is 4.4. Then, we add the 5 back in and get 9.4, but this only happens 5% of the time, so it's really .47. 

Thus, our bonus action in the middle of our turn will give us an average of 7.8325.

Now, things change up quite a bit:

Our second regular action attack is going to be a Booming Blade with the Push Mastery. I think we have to pick Push before we hit or miss, so we can't just default to Graze if we do miss. (Also, yes, we're casting a spell with an action surge, but we're not actually using the Magic action, nor expending a second spell slot, so it should work).

The first element of this is the attack itself. At this level, Booming Blade adds 1d8 Thunder damage to our attacks. Thus, we're hitting for 1d10+1d8+1d4+9 (the 9 is from both our Strength and Great Weapon Master) so an average of 21.5 on a hit. We then add 12.5 on a crit. Still at a 50% hit chance, that's 10.75 plus .625, so we get 11.375 damage.

This is all the damage that happens on our turn - a total of 30.6075 (note that dropping Graze meant that even the bonus damage from Booming Blade left us hitting for less on the last attack - without the following, sticking to Graze would be beneficial).

But wait, there's more!

This, admittedly, relies on the Death Knight cooperating a little, coming back into our range. Note also that if we were within 5 feet of them when we pushed them back, we'll want to open up just one more square of 5 feet from them (which should be safe to ensure that they provoke our Reactive Strike).

Assuming the Death Knight moves on their next turn, that's an extra 2d8 thunder damage if the last attack hit from Booming Blade. 2d8 is 9 on average, and there's a 50% chance we landed it, so that's an easy 4.5 extra damage, again contingent on the DK moving.

Now, if the DK moves toward us, entering our threatened area, we can use Polearm Master to make an attack as a reaction (naturally, saving your reaction for Shield might be the better call if you're low on HP, but then that's what Second Wind is for). This won't get the Great Weapon Master damage bump, but effectively is the same average damage as a our Hew attack (and gets Graze) so we're looking at another 9.4 damage. Again, though, there's only a 50% chance that our Push attack actually landed, so this is cut in half, being 4.7.

Thus, under ideal circumstance, we should be doing 39.8075 damage per round.

And I've got to say, that's about 10 DPR better than our Rogue or our Artificer were doing.

Now, one caveat here is that Graze is highly valuable here with a target that has such a high AC. Its value is still pretty high even if we have a 70% hit chance, but it does diminish.

And again, if the DK refuses to play ball with us, we might have damage closer to 30, which is only just a little ahead of the others.