# The Arc Knight: Revised Arcane Fighter
The Eldritch Knight is an iconic fighter subclass that combines the power of arcane magic and martial prowess to produce easily one of the most durable and tanky player character types in D & D 5e. However, the subclass itself is handicapped by its progressing abilities. Lastly, its "Eldritch" title is a misnomer because there is nothing eldritch (weird or unexplainable) about it. 

To see the full homebrew, go to https://homebrewery.naturalcrit.com/share/NDD5Q25Wo.
 
## What I Love
I love that the Eldritch Knight combines magic to create a powerful gish character. Being a third-caster doesn't handicap its role in the party at all because it can take spells that buff itself or increase its damage. Combined with the fighter's impressive offensive abilities it is one of the tankiest and hard-to-beat subclasses in the game. Especially if done correctly it can create combo attacks that inflict great damage and are very flavorful and thematic.
  
## What I Would Change
The power progression for the subclass is a little awkward, to say the least. Because players are going to play to win, and a fighter subclass is generally meant to be a damage-dealing character, players will forgo using their subclass features because they are made redundant by core class features. 

### Weapon Bond
The "Weapon Bond" subclass feature is thematic, appropriate, but a little underpowered. The focus for an Arcane fighter I think would logically go alongside using or empowering weapons with Arcane power, not just bonding to two weapons. A more thematic overhaul of the feature would be, "You can channel arcane power into your bonded weapons to increase their power. Choose one bonded weapon. For the next minute, or until you lose concentration, that weapon deals an additional 1d4 force damage on a hit. This damage increases by 1d4 at 8th, 14th, and 20th level. You can use this feature three times per long rest." This way, the bonded weapons are relevant to the character throughout its progression.
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>

### (Improved) War Magic
The "War Magic" subclass feature allows the player character to attack a bonus action after casting a cantrip. However, this ability negates the benefit of the "Extra Attack" feature gained at 5th level. Characters will cast a cantrip like "Green Flame Blade" and then make another attack generally. However, this feature is made obsolete by the 11th level when the character has three attacks instead of two. Since War Magic limits a character to only two attacks total, a conscientious character will forgo using this feature in favor of three attacks. This is very unfortunate. I believe that subclass and core class features should synergize, not make each other obsolete.

An easy change to incorporate this subclass feature would be to say a character can cast a cantrip as a bonus action after taking the Attack action or to provide the option to substitute an Attack with casting a cantrip once per turn. Then, the character would be able to take full advantage of his Multi-attack feature at all levels of the game and still use his subclass feature.

This same critique and change could be used for the capstone ability, "Improved War Magic". 
  
### Eldritch Strike
This ability is already balanced in my opinion, but some small changes could make it more useful. The only thing I would change would be the name to "Arcane Strike" to avoid overusing Eldritch. Lastly, have it impose disadvantage on the save saving throw it makes against a spell in general instead of just the character's spells. This would allow a character to set up his allies for more powerful spell effects.
  
### Arcane Charge
This ability is also already balanced in my opinion. It is thematic and not overpowered either. It also is not a misnomer like "Eldritch Knight" or "Eldritch Strike". 

## Conclusion
These small changes change the Eldritch Knight from an awkward progressing front line tank to a balanced but not overpowered Arcane fighter. Many of these changes are small and even cosmetic so they would not derail a game. Overall, I believe it provides a more solid subclass that is consistent in its theme, power progression, and type.

To see the subclass features, see below. There is also a prototype stat-block included.
\page
# Arc Knight
The archetypal Arc Knight combines the martial mastery common to all fighters with a careful study of magic. Arc 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 Arc Knight additional protection in battle, and evocation spells to 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 to memory instead of keeping them in a spellbook.

## Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

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

**Spell Slots.** The Arc 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.
For example, if you know the 1st-level spell shield and have a 1st-level and 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 the 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 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 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
<br>
<br>

## Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual for 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, after 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.

## Channel Weapon
At 3rd Level, you learn to channel arcane energy into your bonded weapons. As a bonus action, you choose one or both bonded weapons and channel your arcane energy into them. On a hit, your bonded weapon does an additional 1d4 force damage. This effect lasts for one minute or until you lose concentration. You can use this ability an amount equal to your Intelligence modifier. If channeling into two bonded weapons at once, you expend two uses of this feature instead of one. Double-ended weapons like the end of a polearm or the double-bladed scimitar only consume one use of this feature. You regain all expended uses of this ability after a long rest. This damage increases at 8th, 14th, and 20th level in this class by 1d4.
  
<div class='descriptive'>
##### ***bUt ThIs LoOkS OvErPoWeRed***
To those of you worried that this does too much damage I just want to point out that the vanilla Eldritch Knight can do very similar damage after the 8th level when he can gain Shadow Blade. Shadow Blade was used as the base scaling mechanic for this feature. At max level, this ability will only add an extra 10 force damage per hit, bringing its average damage per hit to 19.5 with a one-handed longsword. Whereas Shadow Blade being used in the same way will inflict an average of 18.5 psychic damage per hit. Just think of it like using a melee version of Magic Missile with your attacks.
</div>
<br>
<br>
<br>
<br>
<br>
\page
## War Magic
Beginning at 7th level, when you take the attack action, you can substitute one of those attacks for a cantrip. You can do this only once per turn.
  
## Arcane 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 before the end of your next turn.
<br>
  <br>
  <br>
  <br>
  <br>
  <br>
## 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
Beginning at 18th level, when you take the attack action, you can substitute one of those attacks for a spell. You can do this only once per turn.
___
___
>## High Elf Arc Knight
>*7th-Level Medium humanoid (elf), lawful good*
>___
>- **Armor Class** 19 (*plate armor, revenant blade*)
>- **Hit Points** 45 (7d10 + 7)
>- **Speed** 30 ft. 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|18 (+4)|12 (+1)|16 (+3)|13 (+1)|10 (+0)|
>___
>- **Saving Throws** Str +2, Con +4
>- **Skills** Acrobatics +7, Arcana +6, Athletics +2, Investigation +6
>- **Senses** darkvision 60 ft., passive Perception 11
>- **Languages** Common, Elvish
>- **Challenge** 7 (2,900 XP)
>___
>
>***Bonded Weapon.*** The Arc Knight can magically summon its bonded weapon as long as it is on the same plane of existence. It cannot be disarmed of its bonded weapon.  
>
>***Fey Ancestry.*** The high elf has advantage on saving throws against being charmed, and magic can't put the high elf to sleep.  
>
>***Keen Hearing and Sight.*** The high elf has advantage on Wisdom (Perception) checks that rely on hearing or sight.  
>
>***Spellcasting.*** Cantrips (at will): *[booming blade](https://5e.tools/spells.html#booming%20blade_scag)*, *[fire bolt](https://5e.tools/spells.html#fire%20bolt_phb)*, *[green-flame blade](https://5e.tools/spells.html#green-flame%20blade_scag)*  
1st level (4 slots): *[absorb elements](https://5e.tools/spells.html#absorb%20elements_xge)*, *[magic missile](https://5e.tools/spells.html#magic%20missile_phb)*, *[shield](https://5e.tools/spells.html#shield_phb)*  
2nd level (2 slots): *[scorching ray](https://5e.tools/spells.html#scorching%20ray_phb)*, *[Snilloc's snowball swarm](https://5e.tools/spells.html#snilloc's%20snowball%20swarm_xge)*  
>
>### Actions
>***Multiattack.*** The Arc Knight makes two melee weapon attacks. One of these attacks can be substituted with a cantrip.  
>
>***Revenant Blade.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) slashing damage, plus 3 (1d4) force damage if the bond is being channeled.
>
>### Bonus Actions
>
>***Channel Weapon (3 per Day).*** As a bonus action, the Arc Knight channels arcane energy into its bonded weapon for one minute, dealing an additional 4 (1d8) force damage per hit.
>
>***Revenant Blade.*** As a bonus action, the Arc Knight can make an additional attack that deals 7 (1d4 + 4) slashing damage plus 3 (1d4) force damage if the bond is being channeled.