# Eldritch Knight Revised

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them tomemory instead of keeping them in a spellbook.

My goal with this martial archetype revision was to make the Eldritch Knight more distinct and interesting while overall buffing it to be worth more than replacing one of your early attacks with a Green Flame Blade and having northing worthwhile after that. My goal, thus, was to switch the order of attacking and spellcasting so it can have more synergy with Eldritch Strike and allow a limited multiattack with War Magic instead of only a single attack at the higher levels so that the archetype doesn't completely fall off. I also switched out the level 15 ability to something I thought would be more interesting and allow for Eldritch Knights to switch their martial focus in a fight if need be through their bonded weapon.

The overall goal of this rewrite was to focus on the utility aspects of the Eldritch Knight, encouraging the use of spells that synergize with Eldritch Strike and allowing the limited multiattack with war magic so that it isn't completely useless post level 11 when you get your second extra attack while still limiting it where it's not COMPLETELY broken. The idea behind the change in the level 15 ability is not simply for more attunement, but a limited additional attunement that encourages attuning more varied weapons to switch between depending on the situation. Uniqueness and versatility is the idea behind this Eldritch Knight revision.

### Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the PHB for the wizard spell list.

***Cantrips.*** You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 6th and 10th levels.

***Spell Slots.*** The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your 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.

For example, if you know the 1st-level spell *shield* and have a 1st-level and a 2nd-level spell slot available, you can cast *shield* using either slot.

***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 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. 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 is must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

***Spellcasting Ability.*** Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting a 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

##### Eldritch Knight Spellcasting
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|:-------------:|:--------------:|:------------:|:---:|:---:|:---:|:---:|
| 3rd  | 2 | 3  | 2 | — | — | — |
| 4th  | 2 | 4  | 3 | — | — | — |
| 5th  | 2 | 4  | 3 | — | — | — |
| 6th  | 3 | 4  | 3 | — | — | — |
| 7th  | 3 | 5  | 4 | 2 | — | — |
| 8th  | 3 | 6  | 4 | 2 | — | — |
| 9th  | 3 | 6  | 4 | 2 | — | — |
| 10th | 3 | 7  | 4 | 3 | — | — |
| 11th | 3 | 8  | 4 | 3 | — | — |
| 12th | 4 | 8  | 4 | 3 | — | — |
| 13th | 4 | 9  | 4 | 3 | 2 | — |
| 14th | 4 | 10 | 4 | 3 | 2 | — |
| 15th | 4 | 10 | 4 | 3 | 2 | — |
| 16th | 4 | 11 | 4 | 3 | 3 | — |
| 17th | 4 | 11 | 4 | 3 | 3 | — |
| 18th | 4 | 11 | 4 | 3 | 3 | — |
| 19th | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |

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### Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourseld 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 take the attack action, you may forgoe one of your extra attacks to cast a cantrip as a bonus action. The cantrip must have a casting time of 1 action or shorter to be cast this way.

### 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.

### Bonded Attunement

At 15th level, your ability to attune to your bonded weapons deepens, becoming easier and more natural. If both of your bonded weapons require attunement, you may have the two attunements combined count towards only a single attunement slot of your maximum of 3.

However, you can only wield one of these attuned weapons at a time, and they can only be switched out by using your bonus action to summon the second weapon in place of the first, sending the first weapon to where you just summoned the second one from.

### Improved War Magic

Starting at 18th level, when you take the attack action, you may forgoe two of your extra attacks to cast a spell as a bonus action. The spell must have a casting time of 1 action or shorter to be cast this way.

<img 
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Art Credit: Dan Ramos: https://www.artstation.com/artwork/xzZQDR