Base Class: Fighter
The following is an entirely different version of the Eldritch
Knight archetype. This replaces what is in the core
rulebook concerning the archetype.
The archetypical Eldritch Knight combines the martial
mastery common to all fighters with a careful study of
magic. Eldritch Knights use magical techniques similar to
those practiced by wizards, but they focus predominantly
on offensive and defensive magics, weaving primal arcane
elements into their attacks. The Eldritch Knight seeks to
dominate the battlefield with both cunning and might.
Eldritch Mana Pool
You can tap into a wellspring of arcane energy. Beginning at 3rd level, you gain access to a pool of eldritch points. This pool begins with 3 points, plus a number of points equal to your Intelligence bonus, and increases by 1 point for every fighter level you gain. For example, an 8th-level Eldritch Knight with a 14 Intelligence has 10 eldritch points. You may use these points to fuel a variety of abilities, listed below. These eldritch points replenish at the end of a long rest.
Eldritch Bond
Also starting at 3rd level, you may spend 1 hour to bond
with a melee weapon. Once bonded, you cannot be disarmed
of that weapon and can summon it as a bonus action
on your turn, causing it to teleport instantly to your
hand. You may have up to two bonded weapons at a time.
If you bond to another weapon, the bond connected to
the first is severed. If this weapon is not already magical,
it is considered to be so for the purposes of overcoming
damage resistance. Beginning at 8th level, you can add
your Intelligence modifier to all damage rolls made with
your bonded weapon.
Eldritch Forged
Finally, also at 3rd level, you can weave elemental energies
into your melee attacks. Choose one of the following four
elements. You may change your selection at the end of a
short rest. You can choose a second element at 9th level
and may switch between which of the two forged elements
are active with a bonus action on your turn.
Frost. The damage type of your bonded weapon attacks
changes to cold. You can revert to its original type as a bonus
action. Additionally, you can channel this chilling energy
into a blow which will leave your foe reeling. When
making a melee attack you may expend 1 eldritch point to
attempt to freeze your foe. The target struck must make a
Constitution saving throw (DC = 8 + proficiency bonus +
Intelligence modifier). If the target fails the saving throw,
the next attack they make is done at disadvantage, for the
next round they are unable to make attacks of opportunity,
and they are slowed to half of their normal movement.
Lastly, you gain unlimited use of the shape water cantrip.
Fire. The damage type of your bonded weapon attacks
changes to fire. You can revert to its original type as a
bonus action. Additionally, you can stoke these flames
to also consume foes near your target. By spending 1
eldritch point, the fire damage of your melee attacks now
also affects any foes adjacent to your primary target. This
effect lasts until the beginning of your next turn. The
adjacent foes must make a Dexterity saving throw (DC
= 8 + proficiency bonus + Intelligence modifier). If they
succeed at the saving throw, they take half the fire damage;
if they fail, they take the full fire damage. Lastly, you
gain unlimited use of the control flames cantrip.
Lightning. The damage type of your bonded weapon
attacks changes to lightning. You can revert to its original
type as a bonus action. Additionally, you can channel this
static energy into a destructive bolt to devastate your foes.
By expending 1 eldritch point, your melee attacks may
also affect any foes directly in a line from your primary
target, up to 20 feet away. Any foes within the line, other
than your primary target, must make a Dexterity saving
throw (DC = 8 + proficiency bonus + Intelligence modifier).
If they succeed at the saving throw, they take half
damage; if they fail, they take the full lightning damage.
Lastly, you gain unlimited use of the gust cantrip.
Force. The damage type of your bonded weapon attacks
changes to force. You can revert to its original type as a
bonus action. Additionally, you can bend reality to alter
the very substance of objects around you. When making a
melee attack, you may expend 1 eldritch point to attempt
to cause your weapon, empowered by evocative energy,
to sever the connection of your foe’s armor to reality. On
a hit, the target must make a Constitution saving throw
(DC = 8 + proficiency bonus + Intelligence modifier). If
the target fails, until the beginning of your next turn, your
foe’s armor is effectively gone. All melee attacks made
against them, including those of your allies, ignore the
foe’s AC bonus from any armor they are wearing. This
effect lasts until the beginning of your next turn. Their
dexterity and any shield bonus, as well as any natural
armor, are still applied. Lastly, you gain unlimited use of
the mage hand cantrip.
Eldritch Smite
Starting at 7th level, when you hit a creature with a melee
weapon attack, you may expend 1 eldritch point to deal
an additional 1d8 cold, fire, force, or lightning damage to
the attack. Additional points may be spent to increase the
effect, each adding 1d8 more damage, up to a maximum
of 4 extra points spent, dealing 5d8 damage, plus the
melee weapon damage, in total.
Eldritch Charge
At 10th level, you gain the ability to see connections within
the Weave, and you can bend arcane energies around
you to manipulate this energy. On your turn, you may
expend 2 eldritch points to grant you short-range teleportation.
You can jump a combined distance no greater than
your movement speed, and you must be able to see the
destination of the teleportation. By spending an additional
2 eldritch points you can take another willing creature,
of your size or smaller, along with you.
This movement does not provoke attacks of opportunity.
Lastly, if you make a melee attack roll against at least two
different creatures during this turn, you can, as a bonus
action, make a melee weapon attack against an additional
creature.
Eldritch Retribution
Also beginning at 7th level, you can weave arcane power
around you to bolster your defenses. Choose one of the
following four elements. This element can be a different
type than the element chosen for the Eldritch Forged
power. You may change your selection at the end of a
short rest. You can choose a second element at level 13,
and may switch between which retribution element is
active with a bonus action on your turn.
Frost. As a reaction to being attacked, you may spend 1
eldritch point to cover your body with a layer of thick ice.
Until the beginning of your next turn, you have resistance
to bludgeoning, piercing, and slashing damage. You may
spend an additional 3 eldritch points to change the resistance
to immunity.
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Fire. As a reaction when you take acid, cold, fire, lightning,
or thunder damage, you may spend 1 eldritch point
to bathe your body in warding flames. You gain resistance
to the triggering damage type until the start of your next
turn. You may spend an additional 3 eldritch points to
change the resistance to immunity. Also, the first time you
hit with a melee attack, on your next turn the target takes
an additional 1d6 damage of the triggering type, and the
spell ends. This damage increases to 2d6 at 11th level and
3d6 at 17th level.
Lightning. As a reaction to being hit by an attack, you
may spend 1 eldritch point to emit a wave of electricity
to shock your foes in retribution. All creatures within 5
feet of you must make a Dexterity saving throw (DC = 8
+ proficiency bonus + Intelligence modifier). On a failed
save, they take 2d8 lightning damage and half as much
damage on a successful one. This damage increases to
3d8 at 11th level and 4d8 at 17th level. You may spend up
to 3 additional eldritch points to increase the area of the
shock. Each point spent increases the area by 5 feet, up to
a maximum of 20 feet.
Force. As a reaction to being attacked, you may spend 1
eldritch point to create an energy shield which blocks and
repels attacks. Until the beginning of your next turn, your
armor class increases by 5. You may expend an additional
3 eldritch points to cause all ranged attacks to have
disadvantage to hit you, and any foes who attack you with
a melee attack to be knocked back 10 feet. This knockback
occurs after their attack and possible damage rolls are
calculated.
Eldritch Everflowing
At 15th level when you roll for initiative and have less
than 4 eldritch points remaining, you gain up to a total of
4 eldritch points. Additionally, if you reduce a foe to 0 hit
points with a bonded weapon attack, you regain 1 eldritch
point. You cannot exceed your maximum point total
through this feature.
Eldritch Unleashed
Upon reaching 18th level during your Action Surge, and
until the beginning of your next turn after activating the
Action Surge, your eldritch abilities require half of their
normal eldritch point cost, rounded down, though they
are still restricted by their maximum limits.
Previous Versions
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