Hey Folks,
now that the Dragonborn are out, I'm really really bummed the Eldritch Knight is still in this sorry state. Would've loved to play an EK Dragonborn. So I sat down and fleshed out an entire reworked EK tree, based primarily around sword+board, gaining a few melee centric defense stats while gaining mostly melee capabilities through scaling elemental damage on hit (in the style of AA arrow imbues), and increasing their throughput with doublestrike. No melee power involved, just spellpower. But the different abilities should provide enough cool stuff for splash ideas.
A little disclaimer though: The numbers need some play testing of course, so they might not be 100% in line. Here it goes:
Core Enhancements:
(Level 1): Eldritch Knight: You gain proficiency with shields. Weapons you wield are treated as Spellcasting implements. Passive: -5% Arcane Spell Failure, +1% Double Strike, 0.5 Universal Spellpower per point spent in this tree.
(Level 3): Eldritch Protector: You gain light armor proficiency and proficiency with all martial weapons. Passive: -5% Arcane Spell Failure, +1% Double Strike, 5 PRR.
(Level 6): Enchanted Armory: Weapons, Armor and Shields you equip gain an enhancement bonus equal to the number of core enhancements you have in this tree. Passive: -5% Arcane Spell Failure, +1% Double Strike.
(Level 12): Eldritch Vanguard: You gain medium armor proficiency. Passive: -5% Arcane Spell Failure, +1% Double Strike, 10% chance of a secondary shield bash.
(Level 18): Arcane Buildup: Whenever you hit an enemy with a spellsword toggle active, you have a chance to gain an Arcane Charge. Passive: -5% Arcane Spell Failure, +1% Double Strike, 10% chance of a secondary shield bash.
Arcane Charge: Increases your universal spellpower by 1 for 30 seconds. Stacks up to 10 times.
(Level 20): Eldritch Mastery: You are an unstoppable arcane juggernaut. Use this ability to take advantage of your arcane buildup. Passive: -5% Arcane Spell Failure, +2 Strength, +2 Constitution, +10 PRR, +15 Hitpoints, +5 Universal Spellpower.
Overcharged!: When you have 10 Arcane Charges, consume them and explode with eldritch energy, dealing 1d6 force damage per character level to enemies around you. For 15 seconds, you gain +15 Universal Spell Power and +15 % Doublestrike. You cannot gain Arcane Charges while Overcharged! is active. Cooldown: 60 seconds.
Tier 1 (11 AP)
- Improved Mage Armor (1 AP per Rank): +4/+8/+10 % AC while under Mage Armor Spell, Mage Armor SLA.
- Battle Mage (1 AP per Rank): +1/+2/+3 to Intimidate, Spellcraft, Concentration.
- Battle Hardened (1 AP per Rank): +2/+4/+6 PRR and +3/+6/+10 HP.
- Spellsword: Choose one:
- Spellsword: Acid (2 AP): Weapons you equip gain +1d4 Acid Damage, Shields you equip gain Acid Guard (Attackers take 1d6 Acid damage when they strike you in Melee Combat).
Only one Spellsword Toggle can be active at a time. All Damage scales with the appropriate Elemental Spell Power.- Spellsword: Cold (2 AP): Weapons you equip gain +1d4 Cold Damage, Shields you equip gain Cold Guard (Attackers take 1d6 Cold damage when they strike you in Melee Combat).
Only one Spellsword Toggle can be active at a time. All Damage scales with the appropriate Elemental Spell Power.- Spellsword: Fire (2 AP): Weapons you equip gain +1d4 Fire Damage, Shields you equip gain Fire Guard (Attackers take 1d6 Fire damage when they strike you in Melee Combat).
Only one Spellsword Toggle can be active at a time. All Damage scales with the appropriate Elemental Spell Power.- Spellsword: Lightning (2 AP): Weapons you equip gain +1d4 Lightning Damage, Shields you equip gain Lightning Guard (Attackers take 1d6 Lightning damage when they strike you in Melee Combat).
Only one Spellsword Toggle can be active at a time. All Damage scales with the appropriate Elemental Spell Power.
Tier 2 (11 AP)
- Improved Shield (1 AP per Rank): Shield SLA, +3/+6/+10 PRR while Shield is active.
- Item Defense (1 AP per Rank): 25/50/75 % Chance to negate potential item wear.
- Spellsword: Choose one:
- Spellsword: New Element (2 AP): Weapons you equip gain +1d4 Elemental Damage, Shields you equip gain Elemental Guard (Attackers take 1d6 Elemental damage when they strike you in Melee Combat).
Only one Spellsword Toggle can be active at a time. All Damage scales with the appropriate Elemental Spell Power.
Also gain +1 to the Damage of all your spellsword toggle effects.- Spellsword: Damage Increase (2 AP): Your spellsword toggles gain an additional damage die.
- Armored Spellcasting (1 AP per Rank): 5/10/15 % reduced Arcane Spell Failure.
Tier 3 (11 AP)
- Eldritch Power (1 AP per Rank): (Cost to Activate: 25/12/6 SP): Gain strength equal to your charisma or intelligence bonus (whichever is higher) for 30/60/120 seconds. 20 Second Cooldown. (Shares cooldown with Divine Might and Know The Angles)
- Eldritch Strike (2 AP): Melee Cleave Attack. Activate to strike enemies in front of you. While a spellsword toggle is active, expend 2 SP to deal 1d2 force damage per character level to enemies around you. Scales with force spell power. Cooldown 10 seconds.
- Spellsword: Choose one:
- Spellsword: New Element (2 AP): Weapons you equip gain +1d4 Elemental Damage, Shields you equip gain Elemental Guard (Attackers take 1d6 Elemental damage when they strike you in Melee Combat).
Only one Spellsword Toggle can be active at a time. All Damage scales with the appropriate Elemental Spell Power.
Also gain +1 to the Damage of all your spellsword toggle effects.- Spellsword: Damage Increase (2 AP): Your spellsword toggles gain an additional damage die.
- Armored Spellcasting (2 AP): 10 % reduced Arcane Spell Failure.
- Abilities (2 AP): (Select one) +1 Strength, Constitution, Intelligence, or Charisma
Tier 4 (11 AP)
- Improved Blur: Spell Like Ability: Blur (15/7/3 SP)
Passive: While Blur is active and you fall below 50% health, gain an arcane Barrier that reduces all damage taken by 25% for 10/15/20 seconds. This can only happen every 150/120/90 seconds.- Eldritch Fighting: Choose one:
- Fighting Natural (2 AP): Gain 3% Doublestrike and 15% chance of a secondary shield bash when attacking in melee.
- Arcane Focus (2 AP): Gain +10 Universal Spellpower.
- Spellsword: Choose one:
- Spellsword: New Element (2 AP): Weapons you equip gain +1d4 Elemental Damage, Shields you equip gain Elemental Guard (Attackers take 1d6 Elemental damage when they strike you in Melee Combat).
Only one Spellsword Toggle can be active at a time. All Damage scales with the appropriate Elemental Spell Power.
Also gain +1 to the Damage of all your spellsword toggle effects.- Spellsword: Damage Increase (2 AP): Your spellsword toggles gain an additional damage die.
- Armored Spellcasting (2 AP): 10 % reduced Arcane Spell Failure.
- Abilities (2 AP): (Select one) +1 Strength, Constitution, Intelligence, or Charisma
Tier 5 (10 AP)
- Tenser's Transformation (1 AP): Toggle. (Activation Cost: 24 SP)
- Eldritch Tempest (2 AP): Melee Cleave Attack. Strike all enemies around you with a spinning attack. When a spellsword toggle is active, expend 20 Spell Points and emit a blast of pure energy, knocking enemies caught within prone for 1 second and dealing both 1d6 force damage and 1 damage of the respective spellsword type per character level. Cooldown: 15 seconds.
- Ultimate Spellsword (2 AP): Your spellsword toggles gain the following: +1d10 Force damage on critical and an additional bonus, based on type:
- Fire: On a Vorpal strike, your weapon burns enemies viciously, dealing 30 fire damage every 2 seconds over 6 seconds. (Scales with Fire Spell Power)
- Cold: On a Vorpal strike, your weapon freezes enemies solid. DC: 10+1/2 Wizard/Sorcerer Level+CHA/INT Mod+Stunning Bonuses.
- Acid: On a Vorpal strike, your weapon corrodes the enemies defenses, making them 15% more vulnerable to further attacks (15 Vulnerability Stacks).
- Electricity: On a Vorpal Strike, your weapon overcharges you, granting you +10 Universal Spell Power over 10 Seconds.
- Still Spell (2 AP): 15 % reduced Arcane Spell Failure.
- Arcane Alacrity (1 AP per Rank): 3/6/9 % Doublestrike
Entire Tree: 54 + 6 (Cores) = 60 AP
Edit 1 : Lowered the Cooldown of Eldritch Tempest from 25->15. I don't think its that much stronger than greater cleave to explain 5 times the cooldown.