Eldritch Knight

Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knight’s blade.

Because the road to becoming an eldritch knight requires both martial prowess and arcane power, eldritch knights almost always begin their paths as multiclassed characters, such as fighter/wizards or ranger/sorcerers. They may be found wherever studies of the arcane are as prevalent as martial training.

Role: Eldritch knights blend the abilities of fighting classes and spellcasters, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable fighting in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies when the nature of an upcoming battle is unclear.

Alignment: The road to becoming an eldritch knight is as varied as the paths leading to apprenticeship under a wizard or a career as a soldier, and eldritch knights can therefore be of any alignment. Maintaining a balance between studies of arcane lore and martial techniques requires great discipline, however, and for that reason many favor lawful alignments.

Hit Die: d10.


To qualify to become an eldritch knight, a character must fulfill all the following criteria.

Spells: Able to cast 3rd-level arcane spells.

Weapon Proficiency: Must be proficient with all martial weapons.

Class Skills

The eldritch knight’s class skills (and the key ability for each skill) are Climb (Str), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Linguistics (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Ranks at Each Level: 2 + Int modifier.

Table: Eldritch Knight
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1st +1 +1 +0 +1 Diverse training, arcane style
2nd +2 +1 +1 +1 Stalwart mage +1 level of existing arcane spellcasting class
3rd +3 +2 +1 +2 Eclectic arcana +1 level of existing arcane spellcasting class
4th +4 +2 +1 +2 Untapped lore +1 level of existing arcane spellcasting class
5th +5 +3 +2 +3 Arcane ferocity +1 level of existing arcane spellcasting class
6th +6 +3 +2 +3 Eclectic arcana +1 level of existing arcane spellcasting class
7th +7 +4 +2 +4 Spell knight +1 level of existing arcane spellcasting class
8th +8 +4 +3 +4 Unearthed arcana +1 level of existing arcane spellcasting class
9th +9 +5 +3 +5 Eclectic arcana +1 level of existing arcane spellcasting class
10th +10 +5 +3 +5 Spell critical +1 level of existing arcane spellcasting class

Class Features

All of the following are features of the eldritch knight prestige class.

Weapon and Armor Proficiency

Eldritch knights gain no proficiency with any weapon or armor.

Diverse Training

An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.

Spells per Day

At the indicated levels, an eldritch knight gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the new level for purposes of determining spells per day.

Arcane Style (Ex)

At 1st level the eldritch knight receives arcane armor mastery as a bonus feat without needing to meet the prerequisites. Unlike normal for this feat they are capable of activating it as a free action. At 4th level the eldritch knight completely negates any arcane spell failure from armor they’re wearing, so long as they’re proficient with that armor.

Stalwart Mage (Ex)

At 2nd level the eldritch knight adds their eldritch knight level to any concentration checks or spell penetration checks they must make.

Eclectic Arcana

At 3rd level and every 3 levels thereafter the eldritch knight learns to dabble into the techniques of other arcane classes in order to mimic their techniques, and can choose a single magus arcana, witch hex, or arcane discovery while treating their class level for that class as their eldritch knight level.

Untapped Lore (Ex)

At 4th level the eldritch knight has delved deep into the practices of blending arcane spellcasting with martial footwork, finding unique fighting styles to incorporate into their combat routine. Once per day the eldritch knight can choose to cast a spell in the midst of their flurry of attacks, casting the spell as if it were a free action so long as the spell has at most a casting time of one standard action. Metamagic feats cannot be applied to spells cast in this way, and their casting time cannot be reduced further.

Arcane Ferocity (Su)

At 5th level the eldritch knight learns to stave off injuries that would otherwise be debilitating using their raw magic to do so. By expending an unused spell slot the eldritch knight can heal themselves for a number of hit points equal to their total class level multiplied by the spell level sacrificed. (A fighter 1 / wizard 5 / eldritch knight 5 character sacrificing a 3rd level spell slot would heal 33 hit points (3 multiplied by the total class level of 11)).

Spell Knight (Su)

At 7th level the eldritch knight has become a true amalgam of a warrior and a mage, blending these unorthodox styles seamlessly. An eldritch knight adds their armor bonus and shield  bonus (if any) to spells they cast defensively, to spell penetration rolls, and to caster level checks such as those from Dispel Magic.

Unearthed Arcana (Su)

At 8th level the eldritch knight learns the true potency of protective magic, further protecting themselves where others would normally fail. Any spells which they cast which grant an armor or shield bonus (such as Mage Armor or Shield) stack with armor or shields they’re already wielding however only add half of their bonus instead of their full bonus. This has no effect on allies, and allies casting these spells upon them do not work on the eldritch knight.

Spell Critical (Su)

At 10th level the eldritch knight unlocks the ultimate potential behind their road of blended styles, and learn to inflict true carnage with harmful spells they cast. Once per day the eldritch knight can cast a spell and treat themselves as having critically hit with the spell they’ve cast, even if the spell would normally be unable to do so. However, if an effect would be halved by succeeding at the saving throw of the spell, it is instead one quarter damage. For example, using spell critical on a fireball would increase the damage from 10d6 to 20d6, those who succeed at the saving throw would take 1/4 damage instead of 1/2 damage.

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