Yo! so we all know the EK and we all feel some way about it but the main thought is that its a product of its time. im not saying its weak but other classes or even a multiclass can keep up or rise above the EK (not counting all the way to 20th lvl) just a few simple buffs could make it way better.
ill be posting the original (not the wall of text for their spell casting bc most people know about that at this point) then ill be posting ways id upgrade it
Original
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.
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Updated
Spell Casting
You are now a half caster. You may change out one cantrip on a level up. You can now cast spells as a ritual if they have the ritual tag.
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. Your bonded weapon acts as a spell casting focus.
War Magic
Beginning at 7th level, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Weapon bond upgrade! you may now add your INT mod to your damage rolls on your melee attacks.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. after you use this feature you may teleport up to 20 feet as a bonus action for a minute.
Improved War Magic
Starting at 18th level, whenever you take the Attack action on your turn. you can give up two of your attacks to cast a spell that has a casting time of an action.
Thanks for taking the time to check this out! So my thought process for buffing a subclass is to make it stronger then it needs to be then nerfing it were it does to well at. what are yor ideas on the changes? would love some feedback! As for making the EK a half caster? its more fun and thats whats important within reason and i dont think it would make it as op as people think.
Beginning at 7th level, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
This doesn't make sense.
You know making them a 1/2 caster can't be done in the ddb homebrew tool, right?
You do also know that current, “Half Casters” (Rangers & Paladins) don’t get cantrips, and they can’t cast spells as rituals. Right?
Not to mention that your supposed upgrade still doesn’t address the EK’s main problem, that they still can absolutely not keep up with a full caster in terms of blasting, so the entire Evocation half of their spell list is pointless.
My advice for EK is just copy the magus from pf2e. The warlock like casting they have is probably too powerful but they have an ability where they can make a melee attack and if it hits they automatically hit with a spell that does an attack roll and another ability where if they cast a spell their regular attacks deal additional damage of that spells type for a duration.
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Yo! so we all know the EK and we all feel some way about it but the main thought is that its a product of its time. im not saying its weak but other classes or even a multiclass can keep up or rise above the EK (not counting all the way to 20th lvl) just a few simple buffs could make it way better.
ill be posting the original (not the wall of text for their spell casting bc most people know about that at this point) then ill be posting ways id upgrade it
Original
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.
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Updated
Spell Casting
You are now a half caster. You may change out one cantrip on a level up. You can now cast spells as a ritual if they have the ritual tag.
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.
Your bonded weapon acts as a spell casting focus.
War Magic
Beginning at 7th level, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Weapon bond upgrade! you may now add your INT mod to your damage rolls on your melee attacks.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. after you use this feature you may teleport up to 20 feet as a bonus action for a minute.
Improved War Magic
Starting at 18th level, whenever you take the Attack action on your turn. you can give up two of your attacks to cast a spell that has a casting time of an action.
Thanks for taking the time to check this out! So my thought process for buffing a subclass is to make it stronger then it needs to be then nerfing it were it does to well at. what are yor ideas on the changes? would love some feedback! As for making the EK a half caster? its more fun and thats whats important within reason and i dont think it would make it as op as people think.
This doesn't make sense.
You know making them a 1/2 caster can't be done in the ddb homebrew tool, right?
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You do also know that current, “Half Casters” (Rangers & Paladins) don’t get cantrips, and they can’t cast spells as rituals. Right?
Not to mention that your supposed upgrade still doesn’t address the EK’s main problem, that they still can absolutely not keep up with a full caster in terms of blasting, so the entire Evocation half of their spell list is pointless.
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