Fighter
Base Class: Fighter

Tasha's Cauldron of Everything saw a rework of a few classic martial-spellcaster classes and subclasses; namely, the Ranger class, and the Bladesinger subclass for Wizard. This is a rework of the Eldritch Knight subclass based on those changes. I am changing the name of the subclass from Eldritch Knight to Arcane Knight, because "Eldritch" has a Warlock connotation, and DnD Beyond thinks this rework is too similar to its template to publish. lol. 

Changes include:

  • Making Dual-Wielding viable for Eldritch Knights
  • A signature cantrip for Eldritch Knights, like the Arcane Trickster's Mage Hand
  • Streamlining Martial Proficiency with Spellcasting
  • Removing the need to auto-include the War Caster Feat

Spellcasting

When you reach 3rd level, you learn to blend spells with martial combat. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips:shocking grasp, and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane 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.

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 Arcane 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 8th, 14th, and 20th 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 spells, since you supplement your martial training with a traditional education in magic.  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

Arcane 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

Weapon Binding

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.

While you are wielding a bonded weapon, you can use that weapon as an arcane focus for your Wizard spells. Whenever you cast shocking grasp, you can make a melee attack with one of your bonded weapons as part of casting it. The weapon teleports to your hand using the magic of the weapon bond, if necessary.

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.

Spellsword

Beginning at 7th level, When you take the Attack action, you can cast one of your cantrips in place of one of your attacks. Whenever you use your reaction to make an opportunity attack on a creature, you can cast a spell targeting only that creature instead. The spell must have a casting time of one action.

Magic Duelist

At 10th level, your mastery of blending weapons and magic in battle becomes apparent. 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. You have advantage on Constitution saving throws that you make to maintain concentration on a spell.

Arcane Surge

At 15th level, you are able to tap into arcane power to augment your physical prowess. Whenever you use your Action Surge, you can choose one of the following options

  • You surround yourself with arcane energy. Until the end of your next turn, your weapon attacks deal an extra 1d8 force damage, and you gain a +2 bonus to AC.
  • You move at impossible speeds, teleporting up to 30 feet to an unoccupied space. You can chose to teleport before or after the additional action.

Spellsword Mastery

Starting at 18th level, you can choose to cast any one of your spells whenever you use your Spellsword feature, not just a cantrip.

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2021 12:42:41 AM
150
31
--
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes