Fighter
Base Class: Fighter

Intro

There have been many discussions of this archetype and where it hits some stumbling blocks.   I really like the archtype but now that I am playing one I can see the sticking points with it.  I thought I would gather many of the common complaints about this archetype and try to tweak it just enough to get it back on track.   It was not my intent to make something overpowered, I simply wanted to address the issues I see that others have complained about as well, while keeping to what I believe the original intent was as much as possible (warning: there will be some deviation from the perceived intent).  I am also going to stick with the concept that this is a fighter who has a splash of magic.

Issues to be addressed   

  1. I have seen a lot of discussions about being able to cast while using a sword and shield or two weapons. Being a fighter archtype I cannot imagine that the intent was to limit the weapon style of the fighter.  Fixing this issue who put that discussion to rest and allow for a more diverse set of build options for this archetype.
  2. The spell school limitation has also been a point of frustration.  The EK is already limited by the number of spells known, available spell slots, and spell level progression, which I have no issue with because they are a figher.  However, most characters do not go from level one to twenty, so realistically as the EK is currently set up for most of their effective career they are only going to see level one and level two spells and maybe two spells from any school.  This means they need to make the most use of their level one and level two spell slots as possible and as has been noted the abjuration spells available at level two are a bit underwhelming, and while it would be fine to take evocation spells they are not the best use of spell slots for someone whose primary focus is martial combat.  As you are currently allowed to take a few spells of any school, it cannot be said that any of the spells from the wizard list are considered overpowered for this archtype of the levels they have access to.
  3. There have been some discussions about the eldritch strike ability and if the disadvantage on the save applies to spell effects that the EK had previously applied to the creature. Allowing the EK to try to keep their spell effects going round after round so long as they hit makes sense to me.  I believe the original intent of eldritch strike was to help the EK facilitate the use of spells that require a saving throw despite having a lower intelligence score, so in that perspective it would make sense, and would be fun.
  4. Improved War Magic has been described as ok, but lack luster for a level 18 archtype capstone ability. There has also been some discussion about the war magic feature gained at level 7 being good when paired with the scag cantrips if you can trigger the secondary effect,  but that it becomes less effective when the fighter gets their 4th attack.  I am going to try to tweak improved war magic to make it less lack luster and at the same time improve war magic so it does not fall behind the four attacks.   One caveat to this is that the great weapon master and sharp shooter feats may still outshine war magic / improved war magic, if they hit, but that is ok

Spell Casting

See the Eldritch Knight Spell Casting Chart from the player's handbook

Spell Casting Ability

See the Spell Casting Ability of the Eldritch Knight in the player's handbook

Cantrips

See the Cantrips section of the Eldritch knight in the Player's Handbook

Spells Known of 1st Level or Higher

See the same feature of the Eldritch Knight in the Player's handbook but remove the spell school restriction

Bonded Weapon

See the Section on Bonded items in the Eldritch knight listed in the player's handbook.   Add to this that a Bonded weapon can be used as an arcane spell casting focus

War Magic

See the War Magic feature of the Eldritch Knight in the player's handbook

Eldritch Strike

See the Eldritch Strike feature of the Eldritch knight in the player's handbook but add the following. 

This also applies to any persistent spell effect you may have placed upon the creature from a spell that you have cast prior to the weapon attack.  

Arcane Charge

See the Arcane Charge feature of the Eldritch Knight in the player's handbook

Improved War Magic

See the Improved war magic feature of the Eldritch Knight in the player's handbook with the following change.  Instead of one attack as a bonus action you can make two attacks as a bonus action