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fl = —w) THE IMDS I BRON KNIGHT Pee CLOAKED FIGURE STEPS OUT FROM THE BURNING INN ONTO THE MUDDY STREET, SCREAMS ECHO AROUND HIM AS HE TRIES to clear his head from the explosion. The laughter of bandits nearby brings the man’s vision back into focus. The man flexes his hand as ice crystalizes down his blade. They chose the wrong inn. A young half curses under his breath ashe trips over his teacher's feet. The older elf watches him with calculating eyes as he moves the training blade around his head, a subtle hum vibrating between (/© them in the airas an invisible hand helps the student to his feet. \/ The dwarf general slams his fst against the table, scattering troop tokens to the ground. Their seige of the great mage-city was taking too long. It was time for him to personally join the effort. The dwarf reached out his hhand and a greataxe emblazed with gold dragons along its side materialized in his grasp, Eldritch knights are a collective group of warrior scholars that seek out the hidden knowledge of the world in an effort increase their power and influence. For some, they are viewed as heroes. The legendary warriors wielding both sword and spell to vanquish evil. To others, they a parasite among magic users, collecting magical secrets from every source and bending it all to their will, While stil others, consider their conquest for knowledge, and power, to be an benign evil if directed properly. ‘TOGETHER AND ALONE On the surface, eldritch knights present themselves as a united coalition of magical warriors. Separated into various orders specializing in various forms of magic and martial art, the reality that to be an eldriteh knight is to be both unified and alone. While its true, that most eldritch knights regard each other with a degree of mutual respect, this is primarily a pleasantry. The culture between, and within, the orders of eldritch knights is that of open competition and ambition. Politics, machinations, and secrets are the eurrency and procedure among thier members. Of which, there seem to be only one rule that no knight will break: fealty to the order. Beyond that, all is fair in war. And for an eldrtch knight, the pursuit of knowledge and power is just that CREATING AN EtpritcH KNIGHT {As you build your eldrtch knight, think about the goals of your character. Are they more interested in power and influence, or are they more interested in obtaining knowledge. Have they always had a desire to become an eldritch knight, or did some past event send them on a quest for power, whether good or ill? Perhaps you come from a noble family, and becoming an eldritch knight will win favor in your family's eye. Or, maybe you have no one, and the bond among these knights, even with its Naws, is the family you had always sought. Quick Bump You can make an elditch knight quickly by following these suggestions First, make Strength or Dexterity Your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Inteligence. Second, choose the soldier background: THe ELDRITCH KNIGHT Proficiency Level Bonus vst 2 2nd 2 rd 2 ath 2 Sth 4 eh a Features Fighting Style, Pact Magic Eldriteh invocations Mystic Order, Pact Blade Ability Seore Improvement Entra Atack Mystic Order Feature 7th 8 = Ability Score Improvement ath a sth 4 oth 4 Mth a Entra Attack (2) 12th 4 Ability Score Improvement 13th 45 = Vath 5 Ability Score Improvernent 15th 5 Mystic Order Feature 16th 5 Ability Score Improvernent 1th +6 = 18th +6 War Magus 19th 46 Ability Score Improvement 20th +6 Unbounded Arcanum ‘Arcane Smite Mystic Order Feature Cass FEATURES As a eldritch knight, you gain the following class features, Hrr Ponts Hi 1d10 Hit Points at Ist Level: 10 + your Constitution modifier Hit Points at Higher Levels: 10110 (or 6) + your Constitution modifier per Eldritch Knight level after Ist PROFICIENCIES “Armor: light armor, medium armor, shields Weapons: simple weapons, battleaxe, longsword, rapier, swortsword, warhammer, longbow Tools: none Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Athletics, Arcana, Deception, History, Intimidation, and Perception Equiemenr You start with the following equipment, in addition to the equipment granted by your background: + (@) scale mail or (b) leather armor ‘+ (@) alongsword or rapier and a shield or (b) two shortswords + (@)ascholar’s pack or (b) an explorer's pack ‘+ (@)a component pouch or (b) an arcane focus Spells Spell Invocations: Known Slots Known FIGHTING STYLE You adopt a particular style of fighting as your specialty Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. ARCHERY You gain a +2 bonus to attack rolls you make with ranged weapons. ‘DEFENSE While you are wearing armor, you gain a+1 bonus to AC. Duzune 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, ELpRITOH WARRIOR You learn two cantrips of your choice from the warlock spell list. They count as eidriteh knight spells for you, and Intelligence is your spellcasting ability for them, ‘Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the ‘warlock spell lis. PRoTEcTion 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, SuPError TECHNIQUE You learn one mancuver of your choice from among those available tothe Fighter's Batle Master archetype Ifa maneuver you use requires your target to make a saving throw to resist the maneuver's effets, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). ‘You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This dic is used to fuel your maneuvers. A superiority die is expended when you use it. You regain ‘your expended superiority dice when you finish a short or long rest. ‘Two-WEAPON FIGHTING ‘When you engage in twoweapon fighting, you can add ‘your ability modifier to the damage of the second attack. Pact Macic Your arcane research and inclusion among the ranks of eldritch knights has granted you the facility to east spells. 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 batl, and evocation spells 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. CANTRIPS You know two cantrips of your choice from the wizard spell list. You learn additional eldritch knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eldritch Knight table. Spewt SLots ‘The Eldritch Knight table shows how many spell slots ‘you have to cast your cldritch knight spells of Ist through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your eldritch knight spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long, rest. For example, when you are 7th level, you have two 2ncHevel spell slots. To cast the Istevel spell witch bolt, you must spend one of those slots, and you cast it asa 2nd-level spell. Sreits KNOWN OF 1ST LeveL AND HIGHER At Ist level, you are only able to cast cantrips. When you reach 3rd level, you know three Istlevel 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 table shows when you learn more eldritch knight spells of your choice of Ist level and higher. One of these spells must be an abjuration or evocation spell of your ‘choice. A spell you choose must be of a level no higher than what's shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new wizard spell, which can be Ist or 2nd level Additionally, when you gain a level in this class, you ean choose one of the warlock spells you know and. replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots. SPELLCASTING ABILITY Intelligence is your spellcasting ability for your eldritch knight spells, so you use your Intelligence whenever a spell refers to your spelleasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a eldritch knight 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 as a spellcasting focus for your eldritch kaight spells ExpritcH INvocATIONS Tn your study of occult lore, you have unearthed eldriteh invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability ‘At 2nd level, you gain two eldritch invocations of your choice. Refer to the Warlock Invocation options fora lst of invocation available in addition the ones listed atthe end ofthis class description. Ifa warlock invocation uses your Charisma modifier as part of the Feature, you can use your Intelligence instead. When you gain certain eldritch knight levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Eldritch Knight table ‘Additionally, when you gain a level inthis class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level fan eldsiteh invocation has prerequisites, you must ‘meet them to learn it, You can leara the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class Mystic ORDER [At 3rd level, you have successfully navigated the probationary trails of the eldrtch knights and can join a mystic order, allowing you access tothe secret knowledge and techniques of that order. The order you choose grants features at 3rd level and again at th, 10th, and 15th level Pact BLADE When you reach 3rd level, as part of your initiation into ‘your chosen order, you learn a bonding ritual that both seals yourself to your order, granting you greater magical power, and the order, as a whole, to you. This pact is signified by the weapon or shield over which the ritual is performed, You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon or shield must be within your reach throughout the ritual, at the conclusion of which you touch the item and forge the bond. This weapon or shield is immediately identifiable by other knights of your order or through spells such as identify and true seeing Once you have bonded a weapon or shield to yourself, you can't be disarmed of that item unless you are incapacitated. Ifit is on the same plane of existence, you can summon that item as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons or shields, but can summon only one at a time with your bonus action. Ifyou attempt to bond with a third weapon or shield, you must break the bond with one of the other {As long as you have one pact weapon or shield, you meet the requirements for Pact of the Blade ABILITY SCORE IMPROVEMENT When you reach 4th level and again at 8th, 12th, 14th, Toth, 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. Ifyour DM allows the use of feats, you may instead take a feat. Extra ATTACK iting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your eldriteh knight cantrips in place of one of those attacks. ARCANE SMITE Starting at Oth level, once per turn when you hit a creature with one of your pact weapons, you can expend an eldritch knight spell slot o deal an extra 148 force damage to the target, plus another 1d8 per level of the spell slot. If you are weilding both of your pact items, the tanget takes an additional 148 force damage. Exrra ATTACK (2) ‘At TIth level,you can attack three times whenever you take the Attack action on your turn, As well, you can still cast one of your eldritch knight cantrps in place of one of those attacks. ‘War Macus ‘When you reach 18th level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action this casting, Once you have used this feature, you must finish a short or long rest before you can use it agai UNBOUNDED ARCANUM [At 20th level, no secret ofthe order is beyond your igrasp. Choose two 5th or 6th level spells from the Wizard's spell list. You can cast these spells by expending two of your Pact Magic spell slots. ‘Avex NesREA Mystic ORDERS Among the eldritch knights there are several orders. Each order represents a certain focus or ideal that is embraced by those that enter its ranks. Each order guards its secrets zealously and while the different orders rarely compete with each other directly, they never hesitate when manuveoring for greater power, influence, or knowledge. This is especially the case when recruiting members to their ranks. ORDER OF THE DRAGON The Order of the Dragon hoards their knowledge no different than the other orders, but also relishes, in the collective wealth ofits members. Seeking. insights into the magic and might of dragons, these knights often style their clothing and armor with draconie symbols. Bonus PROFICIENGIES When you join the Order of the Dragon at 3rd level, your study of dragons grants you the following benefits: + You learn the thaumaturgy cantrip, which is an eldritch knight spell for you + You learn to speak, read, and write Draconic or one other language of your choice. Draconrc AsPEcT At 3rd level, you begin to channel the power of dragons. As an action, you surround yourself in draconie magic: For 1 minute, arcane energy coalesese on your skin like scales. Choose one of the following effects and a damage type: acid, cold, fire, lightning, or poison. Draconic Hide: You gain resistance to the damage type chosen. Draconic Fang: Attacks with your pact weapons deals extra damage equal to your Intelligence modifier (minimum of +1) of the damage type chosen. Draconic Presence: You can't be frightened and you gain a bonus to your Charisma (Intimidation) rolls, equal to your Intelligence modifier (minimum of +1), You can use this feature a number of times equal to ‘your proficiency bonus, and you regain all expended uses of it when you finish a long rest. EMPOWERED ASPECT Starting at 6th level, you can now choose two effects when activating your Draconic Aspect feature. In addition you can also choose the following effect Draconic Breath: When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-oot cone (or a 30-foot line that is 5 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 damage of the chosen type on a failed save, or half as much damage on a successful one. This damage increases by 1d8 when you reach 11th level (348) and 17th level (4d). You can use this feature a number of time equal to half your proficienct bonus (rou ded up). Draconic AURA At 10th level, when you choose any of the effects listed in the Draconic Aspect feature, friendly creatures within 10 feet of you gain the same henefit In addition you can also choose the following effect, ‘when activating your Draconic Aspect feature Frightful Presence: When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. ‘Draconic VISAGE Beginning at 15th level, you can now choose three effects when activating your Draconic Aspect feature. In addition you can also choose the following effect: Arcane Wings: Arcane energy gathers around you as a pair of spectral dragon wings sprout from your back, ranting you a fying ped equal to your current speed ORDER OF THE EssENCES The Order of the Essences draws its inspiration from nature and the elements. As a result, this order has become highly adaptable and is well known for the versatile martial stances and forms that its members shift between during batle as they seek the upperhand on their enemies Bonus PRoricrencres When you join the Order of the Essense at 3rd level, ‘your study of the elements grants you the following benefits: + You learn the thorn whip cantrip, whieh is an eldritch knight spell for you. ‘+ You learn to speak, read, and write one language of ‘your choice. ELEMENTAL STANCES At 3rd level, your study into the patterns and form of nature and the elements has allowed you insights in how to move and fight. Whenever you take the Attack action on your turn, you can use your bonus action to enter one of the followings stances, gaining the listed benefits until the start of your next turn, Air Stance: While in this stance, you gain 10 feet of additional movement and don’t provoke opportunity attacks from creatures you've hit on this turn. Earth Stance: While in this stance, you gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) and can’t be knocked prone. Fire Stance: While in this stance, weapon attacks on this turn deal extra damage equal to your Intelligen: modifier (minimum of +1), Water Stance: While in this stance, you can make additional attack rolls for each enemy within 5 feet of you to your Intelligence modifier (minimum of +1). On ahit, the target takes half the normal damage ‘ImPRovisep STANCES Starting at 6th level, your ability to adapt to unique situations is unparrelled, Whenever you take the Attack action on your turn, you ean use your bonus action to enter a reactionary stance and roll a 46, Until the end of ‘your next turn you can use your reaction to add the result toa saving throw or skill check, or you can add it to your AC to defend against one attack, or add it as a bonus to both the attack and damage rolls of one of your attacks. Once this die has been spent, itis gone and can't be used again, ADVANCED STANCES At 10th level, you learn stances that combine and build off of the Elemental Stances. ‘Wind Stance: While in this stance, you gain 15 feet of additional movement, and on a hit the target is. pushed 5 feet from you. The target must succeed a Strength saving throw against your spell save DC or be knocked prone. Iron Stance: While in this stance, you gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) and weapon attacks on this deal extra damage equal to the same amount ‘Smoke Stance: While in this stance, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. If that attacker misses, you can use your reaction, to force that creature to repeat the same attack against another creature (other than itself) of your choice. Blood Stance: While in this stance, your weapon attacks score a critical it on a roll of 19 or 20. Weapon attacks on this turn deal extra damage equal to twice your Intelligence modifier (minimum of +2), but attack rolls against you have advantage. You can use these stances a number of times equal to your proficiency bonus, and you regain all expended uses ofit when you finish a long.rest. MASTERFUL MOVEMENTS Beginning at 15th level, your body moves fluently between all ofthe stances as if they were second nature. As a reaction, you ean change from one stance 10 another. As well, you can enter a stance as a bonus action, even if you do not take the Attack action on your ORDER OF THE PARAGON The Order of the Paragon is what many consider the original order of eldritch knights. This order believes that the use of magic is a means to suppliment their ‘martial abilities. As an order, they consider the other orders inferior because of their reliance on magic. Bonus Proricrencres When you join the Order of the Paragon at 3rd level, ‘your focus on martial prowess grants you the following Ddenefits: ‘= You gain proficiency in heavy armor and all martial weapons = You learn to speak, read, and write one language of ‘your choice. BATTLE SUPREMACY At 3rd level, the countless hours training with your ‘weapon has honed your abilities beyond that of the other orders, and have learned maneuvers that are fueled by special dice called superiority dice. ‘Maneuvers. You learn two maneuvers of your choice available to the Fighter's Battle Master archetype. Many ‘maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn maneuver of your choice at 6th, 10th, and 15th level Each time you learn new maneuvers, you ean also replace one maneuver you know with a different one ‘Superiority Dice. You have three superiority dice, which are dé6s. A superiority die is expended when {you use it, You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 6th level and one more at 15th level Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: n additional ‘Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) CoMMANDER’S PRESENCE Starting at 6th level, whenever you or a friendly creature within 10 feet of you makes a Dexterity check or saving throw for which |// you are not already adding your proficiency // bonus, you gain a bonus equal to your Intelligence modifier (minimum of +1). You must be conscious to grant this bonus, ‘IMPROVED SUPREMACY At 10th level, your superiority dice turn into d8s, ARCANE SUPERIORITY Beginning at 15th level, you can add Intelligence modifier (minimum of +1) to your superiority die rolls yamaorce.deviantart.com ORbER OF THE STALWART a The Order of the Stalwart is an order often confused with paladins and their oaths. While both draw some of their power from a divine source, eldritch knights ofthis order are not bound by the same oaths as their paladin counterparts, and are in that regard much less predictable. Bonus PRoricrencres When you join the Order of the Stalwart at 3rd level your devotion to your order and ideals grants y following benefits: he ‘+ You learn the guidance cantrip, which is an eldriteh knight spell for you. ‘+ You gain profieciency in the Religion skill if you don't already have it ‘+ You learn to speak, read, and write one language of ‘your choice. EXPANDED SPELL LisT At 3rd level, you learn an additional spell when you reach certain levels inthis class, as shown in the Stalwart Spells list. The spell counts as an eldritch knight spell for you, but it doesn't count against the number of eldritch knight spells you know. of STALWART SPELLS ‘Spell Level Spell ist guiding bol 2nd spiritual weapon aed cerusader’s mantle ath ‘ura ofife POTENT SPELLCASTING Starting at 6th level, you add your Intelligence modifier to the damage you deal with any eldritch knight cantrip. Prayer or ResT At 10th level, your faith is able to bolster your companions during a short rest, You and any friendly creature who can hear your prayer gains 1d10 + your Intelligence modifier (minimum +1) temporary hitpoints. Improve SMITE Beginning at 15th level, you can use your Arcane Smite without expending a spell slot You can use this feature a number of times equal to ‘your proficiency bonus, and you regain all expended uses of it when you finish a long rest. TouNaTWANCHONS ORDER OF THE SINGING BLADE ‘The Order of the Singing Blade was founded by an elven master bladesinger. These knights are sometimes found travelling with performing groups as their particular style of martial artis well suited for performance. Bonus PRoricrencres When you join the Order of the Singing Blade at 3rd level, you gain the following benefits through your studies and practice: ‘You gain proficiency with the scimitar and elven singing blades. ‘+ You gain profieciency in the Performance skill ifyou don't already have it + You learn to speak, read, and write Elvish or one other language of your choice. BLADETONES Starting at 3rd level, you learn the art of drawing out bladetones from your weapon of choice. Drawing from its origins in the eleven bladesong, through the practiced motion of your weapon and the application of, ‘magic, you can cause a pure tone to vibrate through ‘your body, weapon, and the air around you. You can use a bonus action to hegin producing a bladetone using a weapon with which you are proficient, which lasts for 1 minute, It ends early if you are incapacitated or restrained, if you don a shield, of if you tuse two hands to make an attack with a weapon. On subsequent turns, you can use your bonus action to change to a different tone. You can also dismiss the bladetone at any time you choose (no action required). ~ While producing a bladetone, you can use your ‘weapon as a spellcasting focus for your eldritch knight spells. You can use this feature a number of times equal to ‘your proficiency bonus, and you regain all expended uses of it when you finish a long rest. ‘These tones produce a variety of effects: Tone of Aggression: While this tone is active, you gain advantage on melee weapon attacks using Dexterity, but attack rolls against you also have advantage. ‘Tone of Defense: While this tone is active, you gain a bonus to your AC equal to your Intelligence modi (minimum of +1) ‘Tone of Keenness: While this tone is active, you gain a bonus to your attack rolls equal to your Intelligence ‘modifier (minimum of +1), ‘Tone of Warding: While this tone is active, you gain advantage on Dexterity saving throws and on Dexterity (Acrobatics) checks. Tonar AuRA Starting at 6th level, when you choose any of the effect listed in the Bladetones feature, friendly creatures. within 10 feet of you gain the same benefit while the bladestone is active, 10TH At 10th level, you learn more advanced and powerful tones. ‘Tone of Protection: While this tone is active, friendly creatures within 30 feet of you can add your Intelligence modifier (minimum of +1) to saving throws for which they are not proficient. Tone of Unnerving: While this tone is a enemy creature enters the area within 10 feet of you, ive, when an they must succeed on a Wisdom saving throw or have disadvantage on attacks until this leave this area. ‘Tone of Healing: While this tone is active, when a friendly creature enters the area within 10 feet of you, they gain temporary hit points equal to twice your Intelligence modifier (minimum of 2). BLADE HARMONIES Beginning at 15th level, when you begin producing a blade tone, you can choose two tones instead of one, gaining the benefit from both of them. You can only change one tone at a time while the bladetones are CREDITS THANK You! T wanted to take a moment to thank you for taking a look at my homebrew! Your support and willingness to give my creation a chance means a lot to me, so thank As well, I would love any constructive feedback you might have. I realize I'm not perfect, and some of my designs may be flawed. Good luck and may you roll well! Oruzr Works: Ifyou like what I've made here, take a look at my other creations. As well, you can find me on ko-i to show your support. [plan to use the funds to commission art for my projects, - Here, Report: + Mind layers PC Race and Class Ontions (WIP), DMsGuito: anne ey n ‘Draconic Magic (Classes, Subclasses, Spells.and Baces) ~Therianthrones: Werewolves and Weretigers and

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