Fighter
Base Class: Fighter

The Eldritch Knight is a fighter who has learned to augment is martial prowess through the study and application of magic. Their study focus is on the schools of evocation and abjuration. Abjuration spells grant them greater protection and evocation spells allow them to destroy their enemies. They learn fewer spells than wizards as they prefer to commit their spells to memory instead of using a spell book. 

Eldritch Knight Rework goals:

Although the eldritch knight is a strong subclass between levels 3-10 it lacks build diversity, late game strength, and an incentive to prioritize intelligence. Low intelligence builds are often significantly better. Under the current design the useful spells don’t require intelligence so everything can be dumped into strength or dexterity for damage and constitution for health and concentration checks. This is due to spell scaling and the late levels their companion abilities (such as war magic, eldritch strike, and improve war magic) arrive. The purpose of these abilities is to make low level spells powerful and most importantly bring to life the theme of sword and sorcery. Spells such as shield, absorb elements, find familiar, and haste will always be the go-to picks if eldritch knight's companion abilities arrive late. These types of low intelligence and defensive builds should be a viable option to players who enjoy this type of play and thematic styling. However, there should be viable reasons to flavor an eldritch knight who goes more offensive in spellcasting and focuses on a higher intelligence.

Arcane techniques are the current design to solve these issues. They allow deeper customization, realize the theme your own personalized style of play at an earlier level of play, better late game scaling, and provide balance through a limited use system.  

Eldritch Knight 2.1 update
- Clarified the elemental smite ability
- After some playtesting, it became apparent the level 7 ability muddled and confused the action economy of the glass. Removed the bonus to attack and saving throws. Now the bonus to ability checks can be added at anytime without spending an action. Due to losing bonuses for combat the subclass now learns two arcane techniques at level 7 instead of 1. This should also allow deeper customization. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 7th, 13th, and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Eldritch Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Arcane Prowess

At 3rd level, you begin learning different Arcane Techniques to enhance your limited spell power. You access these techniques through the spending of Arcane Points. 

Arcane Points

At 3rd level, you start with 1 Arcane Point. As your class level increases you gain access to more. Your total number of Arcane points is equal to half your fighter class level rounded down. Arcane Points reset on a long rest. 

Arcane Techniques

Starting at 3rd level, you choose from two Arcane Techniques. You gain two additional Arcane Techniques at levels 7. You gain another arcane technique at level 13 and again at level 19. You can only use one Arcane Technique per turn.  Upon leveling you can replace an arcane technique with another as long as you meet the requirements. 

 

Arcane Armor

You have trained deeply to gain a deeper understanding of the school of abjuration. You can now use the thread of magic that comes from abjuration spells to wrap yourself in magical armor. When you cast a spell from the abjuration school you can expend arcane points up to the level of the spell. When doing so you gain temporary hit points equal to 1d6 per arcane points spent + your intelligence modifier. 

Arcane Bane (Requires Level 13)

Your magic can bypass the arcane defenses of a creature. As a bonus action, you can expend 1 Arcane Point to mark a creature for one minute. If you do, the damage of your next spell ignores any resistance the target has to that spell's damage. If you expend 3 Arcane Points instead, it also ignores any immunity the creature may have. 

Arcane Precision

When you make a spell attack against a target, you can expend 1 Arcane Point to ignore half cover. If you expend 2 Arcane Points you can ignore three quarters cover. 

Binding Chains (Requires level 13)

Starting at level 13, you can use your arcane magic to summon binding chains to restrain your target. When you hit a creature with a weapon attack or unarmed strike you can expend two arcane points to summon magical chains. The creature takes an additional 2d6 force damage and must make a strength saving throw equal to your spell save DC. On a failed save the creature is restrained for one minute. They can repeat the save at the end of their turn ending the restrained condition on a success. 

Eldritch Push (Requires level 7)

You release arcane energy in an attempt to stagger your opponents. As an action you can expend one arcane point to release a line of arcane energy in a 15 ft. line. All creatures must make a strength saving throw equal to your spell save DC. creatures take 3d8 force damage and are knocked prone on a failed save. On a successful save they take half damage and are not knocked prone.

Eldritch Strike (Requires Level 7)

Your attacks undercut a creatures magical resistance. When you hit a creature with a weapon attack or unarmed strike, you can expend 2 Arcane Points. If you do the creature has disadvantage on the next saving throw against one of your spells. The saving throw must be made within the next minute.

Elemental Smite (Requires level 7)

Your training in duel wielding magic and weapons, allows you to infuse your weapons as you cast spells. When you cast a spell that deals fire, acid, poison, thunder, lightning, or cold damage you can spend a number arcane points up to the spell's level. When doing so your first weapon attack or unarmed strike that hits a creature (within a minute of spending the arcane points), deals an additional 1d8 damage per arcane point spent of the same spell damage type.  

Power Surge

Your deep training of arcane magic has allowed you to push your spells beyond their limits. When you roll damage for a spell, you can expend an arcane point to roll an additional die of damage.

Returning Weapon

Your arcane magic allows weapons infused with your power to return to you. When making a thrown weapon attack you can expend an arcane point to have the weapon immediately return to you after the attack hits or misses. On a hit the attack does bonus damage equal to your intelligence modifier. 

Spell Sculpting

You can manipulate the flow of arcane magic when you cast spells. When you cast a spell that damages creatures in an area you can spend arcane points equal to the spells level. If you do you can prevent a number of creatures equal to your intelligence modifier from taking damage.

War Magic

When you cast a cantrip as an action you can expend one Arcane Point to use your bonus action to make a weapon attack. If you cast a spell of 1st level or higher you can expend 1 + the spells level in Arcane Points. If you do you can make a weapon attack as bonus action. 

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Eldritch Proficiency

At level 7, your deep knowledge of the arcane can be applied to more situations. You gain proficiency in the arcana skill if you don't already have it. When you make an ability check in which you are proficient, you can add your intelligence modifier after the roll is made but before knowing the result. This ability can be used a number times equal to your proficiency modifier per long rest.

Arcane Teleportation

At 10th level, your mastery of the arcane allows you teleport yourself. As a bonus action, you can teleport up to 30 ft. This ability can be used once per short rest. 

Eldritch Mastery

Starting at level 15, you have mastered your arcane techniques. Twice per long rest you can use two arcane techniques on a turn. 

Eldritch Recovery

Starting at level 18, your training allows you to access your arcane techniques more often. You arcane points now reset on a short rest.

Previous Versions

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12/3/2021 7:43:49 PM
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