Fighter (Eldritch Knight)/Wizard multiclass spell known [duplicate]

I’m about to start a campaign and I wish to play an Eldritch Knight/Wizard multiclass. I’ve read the chapter 6 part for spellcasting:

You determine what spells you know and can prepare for each class individually, as if you were a single-classed m em ber of that class. If you are a ranger 4/w izard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class.

Now, since in that peculiar case the spells are from the same spellcasting class (the wizard), can I learn spells of higher level, for which I have spell slots, even if my single class level could not permit it? For example: if I’m an EK-7/Wizard-3 (so with 4th level spell slots) can I learn 4th level spells?

Can a fighter use Indomitable multiple times on the same save?

Our fighter, Fred, is a high level fighter with multiple uses of the Indomitable feature:

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Let’s suppose Fred is targeted by the Hold Person spell. Fred rolls a 5 and fails the save. Fred uses one use of his Indomitable feature, to reroll the save, but still fails. Can Fred expend a second use of his Indomitable feature to reroll the save again?

Also, does this answer hold for the Champion and Warlord NPCs?

Indomitable (2/Day). The champion rerolls a failed saving throw.

Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.

How to balance combat to make the Fighter more fun?

Our family game consists of fighter-rogue-cleric, playing through Dragon of Icespire Peak. The characters have reached L4 now. In combat the fighter does 1d6+3 damage per turn and the dual wielding rogue is doing 1d6+4 +2d6 +1d4.

Thanks to dexterity, the rogue gets missed a lot more than the fighter and the latter player has remarked a couple of times how combat is “not fun” or words to that effect.

I would like to design upcoming encounters that will de-emphasize the rogue as the superstar but not sure what options to consider, and would like some guidance from those who have trod this ground before me.

How to make a one handed duelist fighter build in Dnd 5e?

So I am currently about to start a campaign in dnd 5e and we are playing descent into avernus and my party needs a tank, and I settled on fighter as my top choice for a variety of reasons.

However, I want to build my fighter based on the concept of a dashing swordsman who uses finesse and swordplay to overcome his foes rather than simply brute fore. He’s very swashbuckler flavored, however my party needed a tank so I am going fighter.

His role is meant to allow him to get in front of the party using insults, antics, and his rapier to grab enemy’s attention while the party takes them out.

In short, I want a dex-based melee fighter build focused on one handed rapiers without shields.

Can you offer any suggestions about how I could achieve this wihtou compromising too much on defense and striking power compared to other fighter builds?

Fighter Bonus for Level 5

The features bonus for a fighter leveling up to level 5 state that the character is bestowed with an Extra Attack.

Extra Attack states that:

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Does this mean:

  1. I roll a D20 once, if successful, do a damage roll, roll a D20 again, if successful, do another damage roll?
  2. I roll a D20 once, if unsuccessful, I lose the extra attack and my turn ends?
  3. I roll a D20 once, if unsuccessful, I roll a D20 again, if successful do a damage roll, and if unsuccessful then the turn ends?

Dervish of Dawn (Fighter) reducing higher charge AC penalties


Burst of Speed (Ex)

At 3rd level, a dervish takes only a –1 penalty to her AC after charging. At 7th level, the dervish can charge with no penalty.

This ability replaces Armor Training 1.

How does this interact with feats and abilities that increase the AC penalty of charging, such as a Savage Warrior’s Savage Charge, or the Sliding Dash feat? Would it completely remove the penalty, or only reduce it by two, or should it be ruled to reduce it by 1 + 1 for every four levels past 3rd?

I suppose the same could be asked of the Nimble Striker feat as well.

Can an Eldritch Knight fighter throw a bonded weapon, then summon it to their hand, and throw it again?

Consider an Eldritch Knight fighter that has a bonded thrown weapon. Once the Knight gets Extra Attack, can they throw the weapon, use a bonus action to retrieve it, and then throw it again? Or does that mess too much with the action order?

In case the Knight can’t do this and doesn’t have more thrown weapons, can they just throw one and then attack with a melee weapon?