Eldritch Knight Tree

From DDO Compendium


Tree For:
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Eldritch Knight Tree.png
Overview

Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers.

Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basics of arcane spellcasting. Thus, almost all eldritch knights are multiclass characters already, with fighter/wizard the most common combination. A few eldritch knights were once bards, and even paladin/sorcerers aren't unheard of.

Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Eldritch Strike Icon.png
Eldritch Strike

Activation Cost: 10 Spell Points
Cooldown: 12 Seconds

Melee Cleave Attack:

  • +1[W]
  • On Hit:
    • +1d2 Force Damage per character level to all nearby foes.
    • Scales with Force Spell Power


Passive:

110
  • Wizard 1
Enhancement Spell Sword Icon.png
Spellsword

Enhancements Granted


Passive:

1d8 Acid, Fire, Frost and Shock Weapon Imbues and Imbue Dice
115
  • Eldritch Strike
  • Wizard 3
Enhancement Imbue the Blade Icon.png
Imbue the Blade
  • While wielding a Melee weapon:
    • They become Spellcasting Implements
  • Gain the Quick Draw Feat
  • -15% Arcane Spell Failure
  • +2% Doublestrike
  • +10 Universal Spell Power
  • +10 Maximum Hit Points
1110
  • Spellsword
  • Wizard 6
Enhancement Subtle Force I Icon.png
Subtle Force I
  • Gain the Deflect Arrows Feat
  • +1 Imbue Dice
  • -20% Arcane Spell Failure
  • +6 Resistance to Acid, Cold, Electric, Fire, and Sonic damage
  • +2% Doublestrike
  • +10 Universal Spell Power
  • +10 Maximum Hit Points
1120
  • Imbue the Blade
  • Wizard 12
Enhancement Subtle Force II Icon.png
Subtle Force II
  • +5% Stacking Incorporeality
  • Deflect Arrows now triggers every 2 seconds
  • +1 Imbue Dice
  • +2% Doublestrike
  • +10 Universal Spell Power
  • +10 Maximum Hit Points
1130
  • Subtle Force I
  • Wizard 18
Enhancement Eldritch Blade Icon.png
Eldritch Blade
  • Your Eldritch Strike now grants a Power Charge
    • With 5 Power Charges, Gain Eldritch Power
  • +2 Imbue Dice
  • +2 Intelligence
  • +2 Constitution
  • +2% Doublestrike
  • +10 Universal Spell Power


Eldritch Power:

  • +10% Weapon Attack Damage
  • +4 Imbue Dice
  • +25 Universal Spell Power
  • Lasts 30 seconds
1140
  • Subtle Force II
  • Wizard 20
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Improved Mage Armor Icon.png
Improved Mage Armor
Spell Mage Armor Icon.pngSpell-Like Ability:
Mage Armor
Metamagic: Extend, Quicken

An invisible, but tangible field of force surrounds an ally, providing +4 armor bonus to AC.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 8 Spell Points
  • +3% Exceptional Bonus to Armor Class
Rank 2:
  • Activation Cost: 6 Spell Points
  • +6% Exceptional Bonus to Armor Class
Rank 3:
  • Activation Cost: 4 Spell Points
  • +10% Exceptional Bonus to Armor Class
311
  • Wizard 1
Enhancement Arcane Siphon Icon.png
Arcane Siphon
Cooldown: 12 Seconds
Melee Attack:
Rank 1:
  • +1[W]
  • On Hit:
    • +10 Universal Spell Power
Rank 2:
  • +2[W]
  • On Hit:
    • +20 Universal Spell Power
Rank 3:
  • +3[W]
  • On Hit:
    • +30 Universal Spell Power
Lasts 20 Seconds
311
  • Wizard 1
Enhancement Item Defense Icon.png
Item Defense
Chance to negate item wear:
Rank 1:
  • +25%
Rank 2:
  • +50%
Rank 3:
  • +75%
311
  • Wizard 1
Antirequisite
  • Item Defense in other trees
Enhancement Toughness Icon.png
Toughness
Rank 1:
  • +5 Maximum Hit Points
Rank 2:
  • +10 Maximum Hit Points
Rank 3:
  • +15 Maximum Hit Points
311
  • Wizard 1
Enhancement Battlemage Icon.png
Battlemage
Rank 1:
  • +1 Spellcraft
  • +1 Concentration
  • +1 Intimidate
Rank 2:
  • +2 Spellcraft
  • +2 Concentration
  • +2 Intimidate
Rank 3:
  • +3 Spellcraft
  • +3 Concentration
  • +3 Intimidate
311
  • Wizard 1
Tier 2 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Shield SLA Icon.png
Improved Shield
Spell Shield Icon.pngSpell-Like Ability:
Shield
Metamagic: Extend, Quicken

Grants a +4 shield bonus to Armor Class and protection from magic missiles.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 8 Spell Points
  • +3 Physical Resistance Rating
Rank 2:
  • Activation Cost: 6 Spell Points
  • +6 Physical Resistance Rating
Rank 3:
  • Activation Cost: 4 Spell Points
  • +10 Physical Resistance Rating
315
  • Improved Mage Armor
  • Wizard 2
Enhancement Elemental Resistance Icon.png
Mystic Wards
Rank 1:
  • +3 Magical Resistance Rating
Rank 2:
  • +6 Magical Resistance Rating
Rank 3:
  • +10 Magical Resistance Rating
315
  • Wizard 2
Action Boost- Spellpower Icon.png
Action Boost
Activation Cost: 1 Action Boost
Cooldown: 30 Seconds
Action Boost: Spell Power: Activate to gain:
Rank 1:
  • +10 Action Boost bonus to Spell Power
Rank 2:
  • +20 Action Boost bonus to Spell Power
Rank 3:
  • +30 Action Boost bonus to Spell Power
Lasts 20 seconds
315
  • Wizard 2
Enhancement Shield Training Icon.png
Shield Training
125
  • Wizard 2
Enhancement Wand and Scroll Mastery 3 Icon.png
Wand and Scroll Mastery
When using a Scroll or Wand:
Rank 1:
  • +25% Healing
  • +25% Damage
  • +1 Save DC
Rank 2:
  • +50% Healing
  • +50% Damage
  • +3 Save DC
Rank 3:
  • +75% Healing
  • +75% Damage
  • +6 Save DC
315
  • Wizard 2
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Arcane Barrier Icon.png
Arcane Barrier

When Hit Points drop below 50%:

  • -25% of all incoming damage
  • Lasts 90 Seconds
  • Triggers once every 90 Seconds
1210
  • Wizard 3
Enhancement Eldritch Accuracy Icon.png
Eldritch Accuracy
  • Gain Intelligence to hit with weapons and shield bashes
1210
  • Wizard 3
Enhancement Synergetic Magic Icon.png
Synergetic Magic

Upon activatation of Action Boost: Spell Power, Gain:

  • Action Boost bonus to Melee Power
  • Action Boost bonus to Ranged Power
  • Amount is the same as the Spell Power Boost
    • +10/+20/+30
1210
  • Action Boost (Spell Power)
  • Wizard 3
Enhancement Critical Mastery Icon.png
Critical Mastery
Rank 1:
  • +1 to Confirm Critical Hits
  • +1 Damage on Critical Hits
Rank 2:
  • +2 to Confirm Critical Hits
  • +2 Damage on Critical Hits
Rank 3:
  • +3 to Confirm Critical Hits
  • +3 Damage on Critical Hits
3110
  • Wizard 3
Increase Ability (Dexterity-Intelligence-Strength) Icon.png
Strength, Dexterity or Intelligence

Multiple Selection

+1 Strength, Dexterity or Intelligence
1210
  • Wizard 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Knight's Transformation Icon.png
Knight's Transformation

Toggle: While active:

  • Base Attack Bonus equals Character Level
  • Upon successful hit with Eldritch Strike:
    • +30 Universal Spell Power
    • +3% Spell Critical Damage
    • Lasts for 30 Seconds
  • Exclusive from:
    • Enlarge Metamagic
    • Eldritch Blast Shape Stances
1220
  • Wizard 4
Enhancement Shield Striking Icon.png
Offhand Defenses

Multiple Selection

+1/2/3 Saves and +3/6/10 Universal Spell Power with Orbs or +5/10/15% Shield Bash Proc
3120
  • Wizard 4
Enhancement Force's Point Icon.png
Force's Point
  • When casting an offensive spell, gain:
    • +1 to Hit and Damage
    • Stacks up to 5 times
  • When hitting with a melee weapon, gain:
    • +2 Universal Spell Power
    • This stacks up to 10 times
  • Stacks last for 12 second each
  • You may only gain each effect once per second
1220
  • Wizard 4
Enhancement Medium Armor Proficiency (Eldritch Knight) Icon.png
Armored Arcana
1220
  • Wizard 4
Increase Ability (Dexterity-Intelligence-Strength) Icon.png
Strength, Dexterity or Intelligence

Multiple Selection

+1 Strength, Dexterity or Intelligence
1220
  • Wizard 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Improved Knight's Transformation Icon.png
Improved Knight's Transformation

While Knight's Transformation is active, gain:

  • While wielding a Melee Weapon:
    • +1 Competence Bonus to Critical Multiplier
  • While using Eldritch Strike gains:
    • +3 To Hit
    • +3 Damage
    • +3% Doublestrike


Passive:

  • +15% Competence Bonus to Maximum Hit Points
1230
  • Character Level 12
  • Knight's Transformation
  • Wizard 5
Enhancement Knight's Arcanum Icon.png
Knight's Arcanum

Multiple Selection

+2 Enchantment/Illusion or +2 Evocation/Conjuration
1230
  • Character Level 12
  • Improved Knight's Transformation
  • Wizard 5
Enhancement Force's Edge Icon.png
Force's Edge
  • When you cast an offensive spell, you gain:
    • +1 Competence Bonus to Critical Threat Range
  • When you make a melee attack, you gain:
    • +5% Spell Critical Chance
  • Lasts 12 Seconds
1230
  • Character Level 12
  • Wizard 5
Enhancement Radiant Forcefield Icon.png
Radiant Forcefield
Spell Radiant Forcefield Icon.pngSpell-Like Ability:
Radiant Forcefield
Metamagic: Eschew Materials, Quicken
Cooldown: 3 Minutes
Activation Cost: 30 Spell Points

Your target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
1130
  • Character Level 12
  • Wizard 5
Enhancement Eldritch Tempest Icon.png
Eldritch Tempest

Activate: Perform a spinning melee attack:

  • +5[W]
  • +10 to Critical Threat Range
  • +3 to Critical Multiplier
  • On Hit:
    • Knock Down
      • Lasts 1 second
    • Slow by 50%
      • Lasts 6 Seconds.
    • +1d6 Force Damage per character level to all nearby enemies
Rank 1:
  • Activation Cost: 25 Spell Points
  • Cooldown: 1 Minute
Rank 2:
  • Activation Cost: 20 Spell Points
  • Cooldown: 45 Seconds
Rank 3:
  • Activation Cost: 15 Spell Points
  • Cooldown: 30 Seconds
Force Damage Scales with Spell Power
3230
  • Character Level 12
  • Wizard 5