Fighter - Eldritch Knight Variations

Duncehack Edition

So who are you?

Just some tosser with an over inflated sense of self importance.

Send verbal abuse via Minds.com

What is the Duncehack?

It emerged from a place of frustration. There's quite a number of areas where 5e could be improved but... it's not going to happen for various reasons.

The Duncehack is my attempt to fix these problems I have. Plan is to go through the whole game - all of it - and homebrew it into the game I think is should have been.

Feel free to disagree with me, but ultimately I think there's no harm in putting my thoughts out there, at the very least if even one DM decides to adopt these rules, then my job is done.

No DM Guild? No OGL Release?

I chafe under binding contracts and both of these are exactly that.

The DM Guild gives you more room to mess with established rules, but basically demands that all be under the service of flagship settings.

The SRD on the other hand gives more room for interesting settings but clamps down extremely hard on what established rules you're allowed to use. Their biggest contention is that they don't want someone to sell a sourcebook that removes the need for core books. Translation: they don't want Pathfinder to happen all over again.

More to the point, both assume money will change hands. I don't want money, I just want Wizards to fix their game.

Groundrules

Groundrules for the Duncehack are as follows:

  • No Nerfs: the goal is to bring weaker archetypes on the level of the stronger ones.

  • Remove Traps: incentives built into classes and archetypes should provide an active payoff, rather than be the suboptimal choice.

  • Frontload Agency, Backend Power: Generally speaking, people like having more options to do things, rather than more raw power. As a design rule: things that feel like core class features, or are defining class mechanics, should happen in the first ten levels, sheer numeric increases in power should come after that.


No money changed hands here

This is a passion project. I want to keep it that way.

I also want to avoid legal issues for self-evident reasons.

No UA?

Too much changes between UA and official release.

The fewer corrections I have the do between UA changes, the better.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

No Images?

Needed to get it under 8mb so I could upload it literally anywhere.

So what is this?

A thought experiment that I just wanted to get down on paper to see if it worked:

What exactly would happen if you took Eldritch Knights and gave them varations on what spell lists they could access?

So for each of the archetypes, I wrote a bit of an essay to explain what would happen if you switched out access to the Wizard spell list to any of the full casters.

This essay doesn't assume you're using my overhaul and should work with regular 5e just fine.

FIGHTER | DUNCEHACK

Eldritch Knights

Quick Primer: Evocation and Abjuration schools only, except for one of your initial 3 when you pick up the archetype, and the ones you learn at levels 8, 14 and 20 (for 4 off-school total). 2 cantrips, getting a 3rd at 10th. 13 known spells total by 20th.

What about class features?

Nothing changes, because they're all pretty "agnostic" in terms of what spells they're supposed to be used with.

Spell Table so you don't have to find it
Level Cantrips Spells Known 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

Spell-Less Variants

Under each variant, I give a variation of the EK that doesn't use spells, which hurts them some and renders the 18th level feature worthless. So by way of compensation they get:

Supernatural Tenacity

At 10th level, When you use your Indomitable or Second Wind features, you add your spellcasting modifier to the dice roll.

Eldritch Furor

At 18th level, Your Eldritch Strike feature also marks the creature. If it failes a saving throw against a cantrip you cast, you gain temporary hit points equal to half the damage dealt + your spellcasting modifier. If a d20 on its saving throw shows a 1, you double the number of damage dice used.


Temple Guardian

Cleric Spell List
Wisdom Modifier 3rd-Caster


Fundamentally this option trades in powerful 3rd and 4th level spells, for stronger 1st and 2nd level spells as far as an EK is concerned.

Notable Cantrips

You lose booming blade and green flame blade, which is already painful, and that's before you realise the Cleric cantrip list is extremely lacking. Pretty much beyond guidance there's very little in the way of stand-out options. If you do invest heavily in Wisdom and Dexterity, I could see a toll the dead + Heavy Crossbow usage on War Magic.

I'd consider convincing the DM to fill out the cleric spell list with a couple of the elemental ones (e.g. gust), maybe magic stones as well.

Notable spells

The total spell list is 26 spells long as of this writing, so your choices are kind of limited.

You get good concentration spells early: shield of faith, bane, bless, enhance ability, silence, but this comes at the cost of the shadow blade, haste, greater invisibility, fear, fly.

Essentially you're trading in your extremely powerful later levels, for slightly more powerful early levels.

You do get healing spells and spiritual weapon though (as they're all evocation) and for your off-school spells Revivify, spirit guardians and command are good options.

Loss of shield, absorb elements and counterspell is really felt though, Clerics lack for decent reaction spells.

This seems too weak...

An option you could throw in, if you're unsatisfied with the results, is that two of the spells you pick up at 3rd level are allowed to be Paladin spells of any school (you may still trade in spells as you level up). This gives access to all the smite and aura spells.

Spell-less - Channel Divinity

If you're unsatisfied with the spell list, here's a different take, though it radically alters how EKs fundamentally play (as it goes from a long rest class to a short rest class).

  • You gain cantrips as per normal for an Eldritch Knight. You may select them from either the Cleric or the Wizard spell list. You do not gain spell slots with this option.
  • You gain the Channel Divinity feature (multiclassing restrictions still apply). You regain uses of this Channel Divinity feature on a short or a long rest. You gain a second usage of the Channel Divinity feature at 10th level.
  • You select a Cleric domain, and gain their Channel Divinity option, along with the standard option to Turn Undead. Channel Divinity options normally based on Cleric level are based on Fighter level for you.
  • Your Eldritch Strike feature also works on Channel Divinity options that requires a spell saving throw (e.g. Turn Undead).
  • At 15th level, Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

FIGHTER | DUNCEHACK

Circle Reeve

Druid Spell List
Wisdom Modifier 3rd-Caster


Druid's a strange one, as it's list of Evocation and Abjuration spells... isn't great, but everything else around it is.

Notable Cantrips

The loss of booming blade and green-flame blade isn't quite so bad on this one. Sucks if you were planning on a d10/d12 weapon, but if not? shillelagh and magic stone let you rely of Wisdom. Other than that, Druids have a nice selection of damaging cantrips.

They also have a nicer selection of utility cantrips than Cleric, gust, mold earth, shape water, control flames... oh and they also have access to guidance.

Notable spells

The total spell list is 23 spells long as of this writing, and of that there aren't many of interest to a fighter. You do get access to healing spells.

But, you get absorb elements on this list, which is nice.

Alright, but what about your off-school spells?

Then your options are can be amazing with some forethought. Entangle, dust devil and healing spirit, conjure woodland beings, heat metal, and of course, reivify.

This seems a bit on the weaker side...

As with the previous, the solution's easy. Two of the spells you pick up at 3rd level are allowed to be Ranger spells of any school (You may still trade in spells as you level up). The list of things available to Ranger that Druids can't access is tiny, (10 spells total in the 1st to 4th level range), zephyr strike, hunter's mark and ensnaring strike are nothing to scoff at and would probably become your mainstays.

Spell-Less - Wild Shape

Like the Channel Divinity option for the cleric version outlined above. This assume a watered down version of Moon Druid's Combat Wild Shape however.

  • You gain cantrips as per normal for an Eldritch Knight. You may select them from either the Druid or the Wizard spell list. You do not gain spell slots with this option.
  • You gain the Wild Shape, and Wild Companion (See Tasha's Couldron of Everything) features. You have two uses of them and regain these uses on a short or a long rest.
  • At 7th level, you can assume your wild shape as a bonus action.
  • At 10th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • At 15th level, Whenever you expend a use of Wild Shape, you gain an extra use of your Second Wind feature. This extra usage is lost when the Wild Shape or Wild Companion that created it expires.

Beast Shapes
Level Max CR. Limitations
3rd 1/4 No flying or swimming speed
7th 1/2 No flying speed
10th 1 -
15th 2 -
18th 3 -

College Chaperone

Bard Spell List
Charisma Modifier 3rd-Caster


Bard's... not as great as you might expect.

Realistically, you might want to consider replacing one of the schools.

Notable Cantrips

Bards only damaging cantrips are vicious mockery and thunderclap.

Yay.

Their utility cantrips are all the Wizard ones that matter, so it's not too bad all things considered.

Notable spells

The total spell list is 14 spells long as of this writing for the in-school list. Woefully thin, but on the flip side they're generally useful spells, cure wounds, healing word, shatter, lesser restoration, dispel magic and freedom of movement are here.

No combat reaction spells here either, though there is featherfall

For off-school spells you get Confusion, heat metal, greater invisibility, bane, fear, silence, hold person, enhance ability and heroism - a good selection overall.

How About a Lesser Magical Secrets?

What you could do to fix the discrepancy between the Bard version and the others in terms of spell selection is simple and thematically appropriate: Increase their number of 'off-school' spells from 4 to 6. The easiest way of doing this is just have the first three picked up at level 3 being of any school (remember, EKs can trade in spells whenever they level).

Spell-Less - Bardic Inspiration

In this version, we have a musician who stabs people.

  • You gain cantrips as per normal for an Eldritch Knight. You may select them from either the Bard or the Wizard spell list. You do not gain spell slots with this option.
  • You gain the Bardic Inspiration, Magical Inspiration (See Tasha's Couldron of Everything) and Song of Rest features from the Bard class. You regain uses of your Bardic Inspiration feature on a long rest.
  • Your version of Bardic Inspiration and Song of Rest use d4s, increasing their die type at 7th, 10th, 15th and 18th levels, to d6, d8, d10, and d12 respectively.
  • At 10th level, you regain Bardic Inspiration uses on a short or a long rest.

FIGHTER | DUNCEHACK

Bloodbound Protector

Sorcerer Spell List
Charisma Modifier 3rd-Caster


It's just regular EK with a Charisma Modifier - which is a problem because multiclassing shennanigans.

Notable Cantrips

You get booming blade and green-flame blade.

That's kind of all I have to say, the rest of it is a huge chunk of the Wizard cantrip list with nothing else.

Notable spells

There's two whole spells that Wizard doesn't get in the level range and in the right schools. Chaos Bolt and Daylight... yeah.

What about off-school spells? You gain enhance ability, dominate beast and water walk. Which isn't all bad I guess?

Spell-Less - Cantrip Focus/Metamagic

So, hear me out: Metamagic abuse on booming blade.

Before you ask about the extra cantrips: it's because metamagic is a long rest feature, while the others have a short rest feature.

  • When you become a Bloodbound Protector, you learn 2 cantrips, gaining an extra cantrip at 7th, 10th, 15th, and 18th levels (6 total).
  • When you learn this archetype, you gain access to two metamagic options from the sorcerer class. You can exchange your chosen metamagic for a different option at 7th, 15th and 18th level.
  • You fuel this metamagic with a pool of sorcery points, equal to half your fighter level (round up). You regain these sorcery points after taking a long rest.
  • These sorcery points may only be used on metamagic options.
  • At 15th level, you add your spellcasting modifier to the damage of cantrips you cast.

What if I want spell slots and I don't want it to be "Wizard, but Charisma"?

So you're asking me to actually do work on this?

Fair enough. Warning though, might be a bit powerful. If that's a concern, I'd recommend the cantrip version above.

Alright, how about this. We'll take the above Metamagic version and strip it back from its cantrip focus (so no extra damage on cantrips at 15th level, and only 2/3 cantrips learnt). We'll balance this out by tanking the spell list.

  • When you learn this archetype, you gain access to two metamagic options from the sorcerer class. You can exchange your chosen metamagic for a different option at 7th, 15th and 18th level.
  • You fuel this metamagic with a pool of sorcery points, equal to half your fighter level (round up). You regain these sorcery points after taking a long rest.
  • Every spell you chose for your known spells must be from the Sorcerer spell list, and can only be an Evocation or an Abjuration spell (i.e. you do not gain the 'off-school' spells at 1st, 8th, 14th and 20th levels).

Bloodbound Protector Spell Table
Level Cantrips Spells Known 1st 2nd 3rd 4th Sorcery Points
3rd 2 1 2 - - - 2
4th 2 2 3 - - - 2
5th 2 2 3 - - - 3
6th 2 2 3 - - - 3
7th 2 3 4 2 - - 4
8th 2 4 4 2 - - 4
9th 2 4 4 2 - - 5
10th 3 5 4 3 - - 5
11th 3 6 4 3 - - 6
12th 3 6 4 3 - - 6
13th 3 7 4 3 2 - 7
14th 3 8 4 3 2 - 7
15th 3 8 4 3 2 - 8
16th 3 9 4 3 3 - 8
17th 3 9 4 3 3 - 9
18th 3 9 4 3 3 - 9
19th 3 10 4 3 3 1 10
20th 3 11 4 3 3 1 10

FIGHTER | DUNCEHACK

Oathsworn Delegate

Warlock Spell List
Charisma Modifier 3rd-Caster


(optionally, there's no real harm in switching this and the regular Warlock class to being an Intelligence based caster.)

Assuming you're sticking to regular spell slots, and not going for Pact Magic, this functions as a more direct and damage focused version of the EK. You come straight out of the gate with hellish rebuke and hex, and it's perfectly viable to only use those two spells for the rest of your character's career (upcasting hellish rebuke to make use of the bigger spell slots) because of how efficient they are.

Notable Cantrips

You'd expect eldritch blast to be mentioned here but it's really only worthwhile with invocations. booming blade and green flame blade are on the warlock spell list though, as is toll the dead and magic stone. In fact, Warlock is one of the better cantrip lists.

Notable spells

There's 12 spells on the whole list in the level limits, with armor of Agathys, counterspell, and hellish rebuke immediately standing out. The non-school spells provide some of the better options of the wizard spell list, such as shadow blade and misty step, but hex is also a pretty safe option, depending on how you plan to use your character.

Spell-less - Invocations

If you don't want to mess around with Pact Magic (I won't blame you), here's a different option instead - using Eldritch Invocations (which, lets be real, will be spent on Eldritch Blast invocations).

  • You gain cantrips as per normal for an Eldritch Knight. You may select them from either the Warlock or the Wizard spell list. You do not gain spell slots with this option.
  • You gain an Eldritch Invocation of your choice from the Warlock class. The invocation cannot require the use of a Spell Slot to activate, and cannot require a Pact Boon to learn. If there is a level restriction on the invocation, you may learn it when you have reached that level in this class.
  • You learn extra invocations at 7th, 10th, 15th, and 18th levels.

Pact Magic

Choice is yours, just remember that if you go Pact Magic, that means short rest recharges on a spell list that has shadow blade. I warned you in advance.

Pact Magic Table
Level Cantrips Spells Known Slots Spell Level
3rd 2 3 1 1st
4th 2 4 1 1st
5th 2 4 1 1st
6th 2 4 1 1st
7th 2 5 2 2nd
8th 2 6 2 2nd
9th 2 6 2 2nd
10th 3 7 2 2nd
11th 3 8 2 2nd
12th 3 8 2 2nd
13th 3 9 2 3rd
14th 3 10 2 3rd
15th 3 10 3 3rd
16th 3 11 3 3rd
17th 3 11 3 3rd
18th 3 11 3 3rd
19th 3 12 3 4th
20th 3 13 3 4th

FIGHTER | DUNCEHACK

Dev Notes

I know I don't normally cram these things at the end, but it would have taken a lot of room to pepper things throughout and would have looked awkward.

Spell-less Variant Compensations

I know some people are going to look askance at these two but... Well, they needed something.

The loss of reaction spells and defensive tools such as blur and haste guts the survivability of the archetype, so adding spellcasting modifier to your Fighter features to make them more reliable is angling to fill that void. While an improved short rest feature might seem an unfair comparison, as the defensive spells cost spell slots to use, just remember that the short rest features are good for a single roll, while the concentration spells last a minute, on a class with Constitution as one of their proficient saves.

In the first pass of this document, both features just gave more damage but... I mean, we're talking about fighters here. Damage is not something they struggle with.

Cleric

There is a simple reason I didn't bother applying the restrictions to Evocation and Abjuration spells to the Paladin spell list too: There's no point.

Literally everything you want, all the smite spells, all the aura spells, everything of potential value, is already in those two schools.

As for the spell-less cleric, it's hard to really understate how badly the Cleric spell list falls off in 3rd and 4th level spells, as it's largely utility at this point, so adding the divine strike is meant to ease that off just a little.

Other than that, comparing the Channel Divinities is... not easy, but allowing cantrip access to both Wizard and Cleric spell list is specifically there because otherwise some of the options (e.g. the Tempest Cleric Channel Divinity) would be fundamentally useless.

Druid

The reason for not bothering with the Evocation/Abjuration restrictions on the Ranger side of the spell list was for the opposite reason to the Cleric: there were like, two entire spells that Rangers got that Druids didn't in those two schools. Dropping that restriction widens that out to about ten spells which... well, what you lack in quantity you make up for in quality - a fighter with hunter's mark can unload a lot of damage with a comparitively cheap spell slot investment.

As for the spell-less version, having access to the two wild shapes is... well, I'm going to be honest, I didn't expect it to pan out so well. I expected it to be a bit on the clunky side.

The extra uses of Second Wind at 15th are to make up for the lack of self-healing in the wild shape (in the Moon Circle version this is based on, they can essentially cast cure wounds on themselves during the wild shape as a bonus action). Figured introducing that late would be preferable as the fighter is already getting a giant durability increase just from access to that expanded HP pool from the wild shapes.

Bard

Not much else I wanna say here I didn't already cover above, the spell list for those schools is lackluster at best, so I'd heavily encourage at least something to modify that out.

As for the spell-less version, I figured more sources of rest manipulation would be preferable to just upping its in-combat potency. While it does eventually match the Bard on die type on both these features, remember that Bard gets those die type increases earlier, and has more options on how to use Bardic Inspiration.

Sorcerer

The spell-less option, in the first version of this essay, was where I was ready to leave the sorcerer, but it occured to me that's probably not the best thing to do. Metamagic on its own, by definition, can't do anything. Metamagic on a cantrip can be alright, but it's not the best use of those points. The redeeming factor here is that it's on a fighter chassis, not that you have metamagic access. Still, I'm leaving the option there as the 'if you're that deeply concerned about balance' option. Also the extra cantrips and compensation features at 10th and 18th might be worth the tradeoff.

The 'metamagic, but at the cost of most of the spell list' option is a lot more punishing than it might look however - simply removing the option of 'off-school' spells hurts enough that I think that might balance this out to the regular EK. Haste is a transmutation spell, shadow blade is illusion, and so on and so forth. What this means is that you keep the defensive reactions, but you lose all the meaningful concentration spells. In other words, you have to be blasty - which means you are forced to actually invest in your spellcasting modifier (something EKs try and work around as much as possible). Losing 2 total known spells can be a bit rough too, especially if combat isn't the main focus of your campaign. Also, note the lack of Flexible Casting - that's intentional.

Warlock

I'm leery about pact magic for the reasons I cited above, but the regular spell slot version is probably fine - in some ways less abusable than the standard EK without being noticably weaker (caveat here, this isn't taking multiclassing shennanigans into account. This consideration is specifically why I had that line in about Intelligence - nearly all the problems people have with Warlock abuse, can be resolved by making them an Intelligence based caster).

As for the 'spell-less version', they get fewer invocations than Warlock (5 compared to 8), and are heavily limited by the lack of spell slots and the fact they can't pick the boon options (means no +Cha to weapon damage rolls). While I think it's reasonably balanced, it does provide 'always online' benefits, so just keep that in mind if that's an issue.

FIGHTERS| DUNCEHACK