Variant Eldritch Knight

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Variant Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Weaving their magic into battle, Eldritch Knights can seamlessly swap spell stances as they use their magic, making them formidable and unpredictable opponents.

Spellcasting

3rd-level Eldritch Knight feature


You augment your martial prowess with the ability to cast spells. See the Player's Handbook for the general rules of spellcasting and 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 10th level.

Spellbook. You have a spellbook containing four 1st-
level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your
cantrips, which are fixed in your mind.

Preparing and Casting Spells. 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.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + half your fighter level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 7th-level fighter, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

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

Learning Spells of 1st Level and Higher. Each time you gain a fighter level, you can add one wizard spell of your choice to your spellbook. This spell must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar in the Player's Handbook).


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


Weapon Bond

3rd-level Eldritch Knight feature


You learn a ritual that creates a magical bond between yourself 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. While holding a bonded weapon, you can use it as a spellcasting focus for your wizard spells.

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.

Spell Stance

7th-level Eldritch Knight feature


When you roll initative, you can adopt one of the following stances, which lasts until combat ends. You can adopt a stance even when you're surprised.

Abjuration. You embolden your resolve. You gain a +1 bonus to AC, and any critical hit against you becomes a normal hit.

Conjuration. You outmaneuvour your opponents. Once per turn when you hit a creature with a weapon attack, you can teleport up to 10 feet in a direction of your choice.

Divination. You predict your foes. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Enchantment. You ensure your foes have trouble escaping your grip. You have advantage on opportunity attacks.

Evocation. Your magic reverberates against your quarries. The first time you hit a creature with a weapon attack on each of your turns, you deal additional force damage equal to your proficiency bonus.

Illusion. Your form shifts and blurs. You have half cover against ranged attacks.


 

Necromancy. Your body resists death. You gain temporary hit points equal to your proficiency bonus at the start of each of your turns.

Transmutation. You empower your body and enhance your stride. Your walking speed increases by 10 feet, and you ignore non-magical difficult terrain.

Eldritch Strike

10th-level Eldritch Knight feature


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.

Echo Stance

15th-level Eldritch Knight feature


Whenever you cast a spell, you can change your current stance to the one that corresponds with the spell's school of magic.

You can use your reaction when you see another creature within 60 feet of you cast a spell, changing your current stance to the one that corresponds with their spell's school of magic.

Combat Magic

18th-level Eldritch Knight feature


When you use your action to cast a spell, you can make one weapon attack as a bonus action.


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