Eldritch Knight Refined V1.1

Fighter/Eldritch Knight Table
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype 2 3 2
4th +2 Ability Score Improvement 2 4 3
5th +3 Extra Attack (1) 2 4 3
6th +3 Ability Score Improvement 2 4 3
7th +3 Martial Archetype Feature 2 5 4 2
8th +3 Ability Score Improvement 2 6 4 2
9th +4 Indomitable (one use) 2 6 4 2
10th +4 Martial Archetype Feature 3 7 4 3
11th +4 Extra Attack (2) 3 8 4 3
12th +4 Ability Score Improvement 3 8 4 3
13th +5 Indomitable (two uses) 3 9 4 3 2
14th +5 Ability Score Improvement 3 10 4 3 2
15th +5 Martial Archetype Feature 3 10 4 3 2
16th +5 Ability Score Improvement 3 11 4 3 3
17th +6 Action Surge (2), Indomitable (3) 3 11 4 3 3
18th +6 Martial Archetype Feature 3 11 4 3 3
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Extra Attack (3) 3 13 4 3 3 1

Class Features

As a Fighter, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Fighter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level level after 1st

Proficiencies


  • Armor: Light, Medium, Heavy armors
  • Weapons: Simple, Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail or (b) leather, Longbow, and 20 Arrows
  • (a) a martial weapon and a Shield or (b) two martial Weapons
  • (a) a Light Crossbow and 20 bolts or (b) two handaxes
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques, such as Eldritch Knight. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Eldritch Knights

This Subclass of the Fighter relies on both strength of mind and strength of arm when battling its foes. When you choose Eldritch Knight, this shows the fruits of your rigorous mental training in the mystical arts. You gain the ability to cast spells using Intelligence as your casting stat. DCs for your spells are 8 + Intelligence modifier + proficiency.

You select your new spells from the Wizard spell list. You also gain proficiency with the Arcana Skill.

Mystic Training

Beginning when you choose this archetype at 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. This comes as 3 subclass features. Equipment Bond, Lesser Martial Casting, and Spell Casting.

Equipment Bond

Beginning when you choose this archetype at 3rd level you may, over the course of a short rest, bond with a piece of equipment. You may only be bonded with 2 pieces of equipment: 1 worn item and 1 weapon. As long as the equipment is on the same plane of existence as you, you may summon & equip it a bonus action. Any equipment you are bonded with counts as a spellcasting focus for you.

Lesser Martial Casting

Starting at 3rd level, any cantrips which require you to make a melee weapon attack as part of the casting have the same range as you have for your melee weapon attacks.

At 5th level, this feature improves: When you take the attack action on your turn, you may substitute one attack, and use your bonus action, to cast a cantrip that requires a melee weapon attack as part of the cantrip or requires you to make a melee spell attack.

When you use this feature to cast a cantrip as a bonus action, it always is cast as if your character is 3 levels lower than you actually are, but with a minimum of 5th character level. For example at level 9, you would calculate this feature's casting of a cantrip as if you were 6th level instead. (Essentially this slows Lesser Martial Casting's feature's bonus action cantrip progression by 3 levels, but has no effect on casting cantrips otherwise.)

This way the ability scales with extra attack and keeps the flavor of the Eldritch Knight, but not drastically overpowering other versions of Fighter with the added cantrip dice.

Spell Casting

As a student of Arcane Magic, you have gained the ability to learn and memorize spells.

Cantrips

You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.

Spell Slots

The Eldritch 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

You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.

The Spells Known column of the Eldritch 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.

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.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a 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

War Magic

Starting at 7th level you select one elemental type from Acid, Cold, Fire, or Lightning. You intensely focus on the element that you choose, and become able to channel it through your equipment bond feature. You gain a second element of your choice at 13th level.

On a successful weapon attack on turn you may choose to expend a spell slot to start channeling an elemental power through your weapon that you have focused on. Until the start of your next turn your weapon deals that damage type instead of your weapon's physical damage type (Slashing, Piercing or Bludgeoning), and gains a number of d4s additional damage of that type equal to the spell slot expended minus one (A first level spell gives 0d4, a 2nd lvl spell gives 1d4... etc).

Lastly, your weapon takes on certain additional aspects based on the channeled energy type for the duration.


Acid: Your weapon has acid flowing across it, this acid allows you to more easily cut through non-metal armor. Your first attack each round gains advantage to hit a creature that is wearing a non-metalic armor.


Cold: Your weapon becomes encased in true ice, when you touch your weapon to pool of water it can freeze up to a 5 ft cube. Additionally, your first attack each round gains advantage to hit a creature that uses natural or no armor.


Fire: Your weapon becomes wreathed in fire, this fire sheds bright light in a 10 foot radius, and an additional 20 feet of dim light. Additionally, your first attack each round gains advantage to hit a creature that uses natural or no armor.


Lightning: Your weapon arcs with electrical power. Once per round one of your attacks gains advantage to hit a creature that wears metal armor, or is made with metal such as some constructs.

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.

You can also bring one willing creature with you, but your teleport distance decreases to 20 feet.

If you teleport next to a creature, your next attack against that creature has advantage to hit.

Improved Martial Casting

Starting at 18th level when you use your action to cast a spell, you gain the ability to make one weapon attack, OR cast any cantrip which requires a melee weapon attack or melee spell attack as a bonus action.

Credit: Pintrest Link, Unable to find original artist.

Reasoning for changes

Eldritch Knight always seemed like the weakest of the subtypes of fighter for a few reasons. First off a they didn't feel.. magicy... This is partly due to being a 1/3rd caster with heavy restrictions on spell selection, and the fact that the vast majority of an eldritch knight's life, they are not using magic to attack.

  • The Weapon bond feature was really cool and I liked it, but felt that only bonding with a weapon seemed... oddly restricting. As such I opened it up to any equipment which includes armor, shields, adventuring gear, magic items... etc
  • This leads to my main issue with the Eldritch Knight... The War Magic trait. I greatly disliked this trait and thus rolled it into lesser martial casting. War Magic, as written, allows an EK to make an attack AS A BONUS ACTION, whenever he casts a cantrip. So straight up, this feature is only good from levels 7-10... as you get it at 7th, and Extra Attack (2) happens at 11. Extra attack is straight up better to use at all points, as you get to roll more d20s and keep them, and will deal more damage than an extra cantrip (or d8 that GFB and BB gain at 11th) would deal simply because of modifiers. Overall it feels like the war magic feature was just sub-par with not much thought going into it due to its relatively small lifespan of usefulness.

  • The other traits got small Quality of life buffs, both to tie into the new War Magic feature, and just to bring them up to par with what a archetype feature should be power wise.

  • Lastly, when writting this out /u/LemonLord7 pointed out that some of these features would probably work better rather than a total overhaul of the EK subclass to be brought into a new class/subclass. As such I wrote up the Arcane Warrior Class. Which incorporated a lot of my ideas for the Revised EK into a new class that is a much truer blend of Wizard and Fighter into a Gish Class than the mostly martial EK could ever be.

Version History

Changelog and revisions I have made, as well as release dates.


V1.0 -- 12/4/18


V1.1 -- 8/9/19

  • Minor gramtical changes, re-wrote Lesser martial casting so it scales at all points rather than having a power jump at 5th level, and then again at 20th, leaving levels 11-19 feeling less magical.

Other Documents I have made which you might find useful

Want to contribute/make a suggestion?

Feel free to join me on my Hombrewery discord.

https://discord.gg/xj7UNAn

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