Eldritch Knight, Variant (5e Class)
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- 1 Eldritch Guardian
- 1.1 Creating an Eldritch Guardian
- 1.2 Class Features
- 1.3 Arcane Armourer
- 1.4 Multiclassing
Eldritch spirits often have little affect on any giving person, being whimsical and non-sinister most ignore them or do not even realize their presence. However, a select few dedicate their lives to studying them, these are know as Eldritch Guardians. From a young age Eldritch Guardians begin to interact with these lesser known beings and learn how to manipulate them. The unpredictability of the eldritch spirits cause Eldritch Guardians to focus their study on the simplest two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Guardian additional protection in battle, and evocation spells deal damage to many foes at once, extending the guardian’s reach in combat. Although eldritch spirits are powerful, they cannot be fully relied upon in battle, making it necessary for an Eldritch Guardian to study martial disciples just as closely as magical ones. For an Eldritch Guardian, both the mind and the body must be prepared in order to prevail.
Creating an Eldritch Guardian
Scholars of the Eldritch Spirits, yet Warriors of the Arcane Arts. The Eldritch Guardian is to be feared and respected
- Quick Build
You can make an Eldritch Guardian quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the Sage background.
As a you gain the following class features.
- Hit Points
Armor: Light, medium, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Arcana, Athletics, History, Insight, Intimidation, Investigation, Perception, Religion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain mail and an arcane focus or (b) half plate and an arcane focus
- (a) a martial weapon and a shield or (b) two martial weapons or (c) two simple weapons and a martial weapon
- (a) dungeoneer's pack or (b) explorer's pack
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Magic Sense, Active Defences||2||—||—||—||—||—||—||—||—|
|2nd||+2||Fighting Style, Spellcasting, Tactical Wit||3||3||3||—||—||—||—||—||—||—||—|
|3rd||+2||Weapon Bond, Archetype feature||3||3||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||7||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||4||9||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||4||12||4||3||3||3||2||1||1||1||—|
|17th||+6||Eldritch Bane Improvement||4||13||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||5||14||4||3||3||3||3||2||1||1||1|
You can sense the presence of magic around you. As an action, you can open your awareness to the Weave. Until the end of your next turn, you can feel the hum of magic and see a faint aura around any visible creature or object within 60 feet of you that bears magic, and you learn its school of magic, if any. Your magic sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest you regain all expended uses.
When you roll for initiative you gain temporary hit points equal to your Eldritch Knight level + your Intelligence modifier. At the end of combat, any remaining temporary hit points are lost.
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you reach 2nd 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.
You learn three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips as shown in the Cantrips Known collum.
- Spell Slots.
The Eldritch Guardian 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 Guardian 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 5th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 12th, 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 8th, 12th, 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 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
- Spellcasting focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Eldritch Guardian spells.
Beginning at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
At 3rd level, you learn a ritual that creates a magical bond between yourself and one melee 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.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Starting at 6th level, your eldritch spirits form a protective barrier around you. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to receive this bonus.
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.
By 11th level, you have learned to possess your weapons with eldritch spirits. Whenever you hit a creature with one of your bonded weapons, that creature takes an extra 1d8 force damage. At 17th level this increases to 2d8 force damage.
Beginning at 14th level, you may cause your eldritch spirits to redirect damage to yourself. If a creature you can see within 30 feet of you takes damage, you can use your reaction to take the damage instead. You have resistance to this damage. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Starting at 18th level, when you use your action to cast a spell of first level or higher, you can make one melee weapon attack as a bonus action.
The Arcane Armourer does not merely rely on his prowess in battle, but prepares himself beforehand by imbuing his armour with magic.
At 3rd level you gain proficiency in the Arcana skill. If you are already proficient with it you gain proficiency in another skill from the Eldritch Guardian class list. Your proficiency bonus is doubled for any ability check the uses Arcana. You receive this benefit regardless of the skill proficiency you gain from this feature. Additionally, you gain proficiency with Smith's Tools.
- Armour of Vengeance
Begining at 7th level, you charge your armour with vengeful eldritch spirits. While wearing your armour, whenever a creature hits you with an attack, that creature takes force damage equal to your Intelligence modifier (minimum of 1). You must be conscious to receive this bonus.
- Armour of Regeneration
Starting at 15th level, you inlay your armour with healing magic. While wearing your armour you regain hit points equal to 1d6 + half your Eldritch Knight level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
- Armour of the Eldritch Overlord
At 20th level, you imbue your armour with extraordinary eldritch magic. While wearing you armour you can, as an action, harness the Eldritch magics, gaining the following benefits for 1 minute:
• You have resistance to all damage
• Your armour emanates an aura of eldritch magic in a 10-foot radius. Whenever an enemy creature starts its turn in the aura it take force damage equal to your intelligence modifier (minimum of 1).
Once you use this feature, you can't use it again until you finish a long rest.
Prerequisites. To qualify for multiclassing into the Eldritch Knight class, you must meet these prerequisites: Charisma 15, Dexterity 13
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: