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You need two levels of warlock to get agonizing blast.
And then for fighter you want strength. For warlock you want charisma. (CON is good for both, so at least that part works.)
Meanwhile, you have another option ... Pact of the Blade. With that, your warlock gets to use any weapon (like a fighter does) and gets to use it with CHA instead or STR or DEX (so you can maximize the one stat). You still get extra attack at level 5.
If you really want to, you could do a 2-level dip into fighter just to get action surge. That will cost you a feat versus all 12 levels in warlock, but it would give you that extra action every short rest.
Eldritch blasters want to stay out of melee range. Fighters (typically) want to get into melee range. The lack of synergy is just hard to overcome.
Eldritch Knight... War Magic + Daredevil Gloves + Diadem of Arcane Synergy + Ability Drain. Daredevil Gloves cast spells at melee range with no disadvantage. You get four attacks in a single turn. Three blasts from Eldritch Blast, one from the Greatsword. Eldritch Blast causes a condition on the target, you trigger Arcane Synergy to add your spell casting modifier to your melee attacks.
Synergy with versatility on changing your effective range from close to long whenever you need to.
That would give you extra attack as a fighter and extra attack as a warlock. They stack (non-Honor rules), so you would still end up with three melee attacks.
You would still get three feats (Warlock 4, Fighter 4, Fighter 6). You would only get 3rd level spells for warlocks, but that still gives you Hunger of Hadar, which is the best warlock spell.
Your pact weapon uses CHA instead of STR, so unlike a typical fighter you would want to dump STR and put everything into CHA. Maybe 14 DEX to max out using medium armor and help your initiative and dex saves. If you started level 1 in fighter you could even go for heavy armor and dump DEX, probably putting everything you could into CHA and CON.
Note that if you play Honor Rules the pact weapon extra attack does not stack with the Fighter extra attack.
Of course, if you are wearing armor that means you are not wearing the Potent Robe, which hurts your Eldritch Blast damage. So this would probably be more of a melee-inclined fighter/warlock.
Annnndddd what's stopping a person from using Eldritch Blast at range then moving in with the sword in the case of not wearing Daredevils? There is a ring that completely replaces the helmet and gives the same buff but when you attack with a Cantrip instead if that slot has to be something like Sarevok's helm.
With Pact Of The Blade, armor of shadows (for free mage armor), Potent Robe, and some of the other non-armor clothing that boosts AC, you can have a pretty decent AC and get two melee attacks per action. Or you can eldritch blast. It's actually a pretty strong melee-or-ranged combo, without ever multiclassing at all.
If you instead want to play as a fighter, I wouldn't bother trying to add eldritch blast. I mean, you can, and we've discussed a bunch of ways to do it, but ultimately as a fighter you would rather use your weapon attacks as much as possible, so eldritch blasting would be of limited, situational value.
but how would you go about getting that suggested robe mike? do you have to make a series of content restricting choices for 1.5 full acts? or is it not that important to playing this build? asking for a friend. :P (im kidding dude, lets not get into it here too)
The warlock gets a large number of level 5 spells per day (you do need short rests to get the most from it so not all in one fight), more than anyone else by a huge margin. It also gets some cool powers -- lifedrinker is pretty solid, a level 6 spell (though the choices are a bit poor). Conj elemental is ok but usually a scroll for that one, kind of a weak power up.
But the real deal are those upcasted level 5 bombs. Even that old arms of hadar is pulling 6d6 and reaction stripping in act 3 fubars several boss mechanics. Hellish rebuke is now doing 6d10 for a free hit. Ye olde cloud of daggers which can't be avoided is punching 10d4, and so on. With a bard helping, you have *12* level 5 spells like those and others that are very strong every long rest, while your wizard etc are lucky to get half that many level 5s and 6s per long rest, only managing that many with items (some of which the warlock can use too) or burning sorcery points and elixirs.
One level of fighter costs you lifedrinker (adds CHA to your weapon damage a second time for POTB/HB warriorlocks) in exchange for armor, shield, second wind. But more than 1 level dip in anything costs you that third spell slot, and if you lose that, you may as well stop at level 5.
it's been confirmed as intended by larian themselves
Yes, buts its also vetoed in 5e rules specifically and is pulled out of honor difficulty for a reason. I don't care -- I use it too, and its nice, but its not really legit. I throw potions and that is also not legit... BG3 DM is generous.
Don't want to go off on that tangent again, its been talked over enough. My point was to evaluate what you get for multiclassing (one melee attack) vs what you give up (a lot of aoe magic power). Both ideas work great, just seems that the rather amazing magic a 12th level warlock can do is very underrated.