Eldritch Knight, Variant (5e Subclass)

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Eldritch Knight[edit]

The following is an entirely different version of the eldritch knight archetype. This replaces what is in the core rulebook concerning the 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 but they focus predominantly on offensive and defensive magics, weaving primal arcane elements into their attacks. The eldritch knight seeks to dominate the battlefield with both cunning and might.

Eldritch Mana Pool

You can tap into a wellspring of arcane energy. Beginning at 3rd level, you gain an access to a pool of eldritch points. This pool begins with a number of points equal to your intelligence modifier and increases by 1 point for every fighter level you gain. You may use these points to fuel a variety of abilities listed below. These eldritch points replenish at the end of a long rest

Eldritch Bond

Also starting at 3rd level, you may spend 1 hour to bond with a melee weapon. Once bonded you cannot be disarmed of that weapon and can summon it as a bonus action on your turn causing it to teleport instantly to your hand. You may have up to two bonded weapons at a time. If you bond to another weapon, the bond connected to the first is severed, if this weapon is not already magical it is considered to be so for the purposes of overcoming damage resistance. Beginning at 8th level, you can add your intelligence modifier to all damage rolls made with your bonded weapon.

Eldritch Forged

Finally, also at 3rd level, you can weave elemental energies into your melee attacks. Choose one of the following three elements, you choose a second element at 4th level and may switch between one of the two forged elements are active with a bonus action on your turn.

Frost. The damage type of your bonded weapon attacks changes to cold. You can revert to its original type as a bonus action, additionally you can channel this chilling energy into a blow which will leave your foe reeling. When making a melee attack you may expend 1 eldritch point to attempt to freeze your foe. The target struck must make a constitution saving throw (DC = 8 + Pro bonus. + Int. mod.) If the target fails the saving throw. The next attack they make is done at disadvantage, for the next round they are unable to make attacks of opportunity. And they are slowed to half of their normal movement. Lastly you gain unlimited use of the Shape Water cantrip.

Fire. The damage type of your bonded weapons attack changes to fire. You can revert to its original type as a bonus action. Additionally you can stoke these flames to also consume foes near your target. By spending 1 eldritch point, the fire damage of your melee attacks now also effects any foes adjacent to your primary target. This effect lasts until the beginning of your next turn. The adjacent foes must make a Dexterity saving throw, if they succeed at the saving throw they take half the fire damage. If they fail they take full damage. Lastly you gain unlimited use of the Control Flames cantrip.

Lightning. The damage type of your bonded weapon attacks changes to lightning, you can revert to its original type as a bonus action. Additionally you can channel this static energy into a destructive bolt to devastate your foes by expending 1 eldritch point, your melee attacks may also effect any foes directly in a line from your primary target, up to 20 feet away. Any foes within the line, other than your primary target must make a Dexterity saving throw (DC = 8 + Pro bonus + int mod.) if they succeed at the saving throw they take half damage, if they fail they take full lighting damage. Lastly you gain unlimited use of the Gust cantrip.

Eldritch Smite

Starting at 7th level, when you hit a creature with a melee weapon attack, you may expend 1 eldritch point to deal an additional 1d8 cold, fire, or lightning damage to the next attack. Additional points may be spent to increase the effect each adding 1d8 more damage up to a maximum of 4 extra points spent dealing 5d8 damage, plus the melee weapon damage, in total.

Eldritch Retribution

Also starting at 7th level you can weave arcane power around you to bolster your defenses. You choose an element between frost, fire and lightning. You choose a second element at 13th level and May switch between which retribution elements is active with a bonus action on your turn.

Frost. As a reaction to being attacked you may spend 3 eldritch points to cover your body with a layer of thick ice. Until the beginning of your next turn. You have resistance to bludgeoning, piercing and slashing damage. You may spend an additional 5 eldritch points to change the resistance to immunity.

Fire. As a reaction when you take acid, cold, fire, and thunder damage. You may spend 1 eldritch point to bathe your body in warding flames. You gain resistance to the triggering damage type until the start of your next turn. Also the first time you hit with a melee attack on your turn the target takes an additional 1d6 damage of the triggering type and the spell ends. This damage increases by 2d6 at 11th level and 3d6 at 17th level.

Lighting. As a reaction to being hit by an attack you may spend 3 eldritch points to emit a wave of electricity to shock your foes in retribution. All creatures within 5 feet of you must make a dexterity saving throw. On a failed save they take 2d8 lightning damage and half as much on a successful save. This damage increases to 3d8 at 11th level and 4d8 at 17th level. You may spend additional points to increase the range by 5ft. per point up to 20ft.

Eldritch Charge

At 10th level, you gain the ability to see connections within the weave, and you can bend arcane energies around you to manipulate the energy. On your turn you may expend 2 eldritch points to grant you short-range teleportation. You can jump a combined distance no greater than your movement speed, and you must be able to see the destination of teleportation. By spending an additional 2 eldritch points you can take another willing creature of your size or smaller along with you. This movement does not provoke attacks of opportunity. Lastly, if you make a melee attack roll against at least two different creatures during this turn, you can as a bonus action make a melee weapon against an additional creature.

Eldritch Overflowing

At 15th level when you roll for initiative and have less than 4 eldritch points remaining, you gain up to a total of 4 eldritch points. Additionally if you reduce a foe to 0 hit points with a bonded weapon attack, you regain 1 eldritch point. You cannot exceed your maximum point total through this feature

Eldritch Unleashed

Upon reaching 18th level during your Action Surge, and until the beginning of your next turn after activating the Action Surge, your eldritch abilities require half of their normal eldritch cost, rounded down, though they are still restricted by their maximum limits.

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