Eldritch Knight, Second Variant (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Eldritch Knight (Variant)[edit]

Fighter Martial Archetype

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 and for 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. This variation aims to give the subclass a little bit more of that 'spell sword' type of character many players go into this subclass expecting, without having to resort to redesigning it from a third-caster, by creating a little more synergy between subclass features and the Fighter-class' emphasis on taking the Attack action on their turn.

Spell Casting[edit]

Eldritch Knight Spellcasting
Fighter Level Cantrips Known Spells Known Spells
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

Spellcasting[edit]

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 10th level.

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.

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 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

Features[edit]

Might and Magic[edit]

Starting at 3rd-level, when you select this archetype, you learn to tap into some of the secrets of weaving magic - specifically, how to hasten your spells. Whenever you would cast a cantrip or spell belonging to the Abjuration or Evocation schools, that has a casting time of one action, you may choose to quicken that spell. That cantrip or spell may be cast using a bonus action instead of an action this turn. If you hasten a cantrip or spell in this way, you may not cast another cantrip or spell this turn.

You may use this feature a number of times equal to your Intelligence modifier (min. 1) and you regain all expended uses of this ability after a short rest.

War Magic[edit]

Starting at 7th-level, whenever you take the Attack action on your turn, you may substitute one of your available attacks with a cantrip instead.

Eldritch Strike[edit]

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[edit]

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[edit]

At 18th-level, whenever you take the Attack action on your turn, you may substitute one of your available attacks with a spell instead. Additionally, if you have used your Might and Magic feature to quicken a cantrip or spell this turn, you may use your action or the substitution provided by War Magic/this feature to cast a(another) cantrip or spell.


0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: