Many paths to magical power exist — faith in the divine, the study of arcane lore, and the awakening of mystic bloodlines, for example. Those who put as much energy into combat abilities as magical ones become eldritch warriors. The following variant class.features turn fighters into eldritch warriors.
You have a mystic connection to your armour .
Level: 1st.
Replaces: If you select this class feature, you do not gain the fighter bonus feat at 1st level.
Benefit: At 1st level, you show an inborn mastery for wearing bulky armours in such a way that they do not hinder you. You ignore the weight of your armour for the purpose of calculating encumbrance and your armour slows you as if it were one category lighter than it is (so medium armour does not slow you and heavy armour slows you as if it were medium armour). In addition, the maximum Dexterity bonus for any armour you wear improves by +1 and the arcane spell failure chance of any armour you wear is half normal. This is a supernatural ability.
You perform a powerful ritual to tie a particular suit of armour to you.
Level: 8th.
Replaces: If you select this class feature, you do not gain the fighter bonus feat at 8th level.
Benefit: Starting at 8th level, you can form an eldritch bond with a specific suit of armour, providing you with greater protection. Bonding requires you to wear the same specific suit of heavy armour every day for at least 30 days (for at least 8 hours per day), followed by a 24-hour-long ritual involving 100 gp worth of incense and magical components. The act of bonding makes the armour a part of you, allowing you to don or remove it as full-round action. In addition, as long as you are awake and can move freely, the armour grants you a +1 insight bonus to your Armour Class. While worn, this bonus increases by an additional +1 at 14th and 20th levels (to +2 and +3, respectively). This is a supernatural ability.
You can sense the subtle warping of reality caused by magic.
Level: 4th.
Replaces: If you select this class feature, you do not gain the fighter bonus feat at 4th level.
Benefit: Starting at 4th level, eldritch insight allows you to move with preternatural grace. You gain evasion against spells and magical effects as long as you are unencumbered or lightly encumbered. This is a supernatural ability.
Heavy armour you wear protects you from more than just physical attacks.
Level: 18th.
Replaces: If you select this class feature, you do not gain the fighter bonus feat at 18th level.
Benefit: Beginning at 18th level, while wearing medium or heavy armour you gain spell resistance equal to 11 + your Hit Dice. This is a supernatural effect that does not stack with any other spell resistance you have.
The armour you wear protects you in more ways than in just avoiding harm.
Level: 10th.
Replaces: If you select this class feature, you do not gain the fighter bonus feats at 10th, 14th, and 18th levels.
Benefit: Beginning at 10th level, when you wear heavy armour there is a 25% chance that any critical hit or sneak attack scored against you is negated and damage is instead rolled normally. The negation chance increases to 75% at 14th level and 100% at 18th level. This is a supernatural effect that does not stack with any other fortification you have.
You possess a link with the elemental power of air, allowing you to move with the freedom of wind and charmel the destructive power of lightning.
Level: 2nd.
Replaces: If you select this class feature, you do not gain the fighter bonus feats at 2nd, 6th, 12th or 20th levels.
Benefit: You have a connection with the element of air, which grants you a variety of benefits.
At 2nd level, you gain electricity resistance 5. This increases to electricity resistance 10 at 12th level and electricity resistance 20 at 20th level.
Starting at 6th level, you gain the ability to cast feather fall as a spell-like ability three times per day. Caster level equals your fighter level. In addition, you deal electricity damage on a successful critical hit made with an unarmed strike or melee weapon. You deal +1d6 points of electricity damage at 6th level, +2d6 electricity damage at 12th level and +3d6 electricity damage at 20th level.
Starting at 12th level, you may cast freedom of movement as a spell-like ability once per day. Caster level equals your fighter level. At 20th level, you may cast freedom of movement three times per day instead.
Your connection to the elemental power of earth grants you the erosive abilities of acid, the strength of stone, and the ability to shape the earth to your whim.
Level: 2nd.
Replaces: If you select this class feature, you do not gain the fighter bonus feats at 2nd, 6th, 12th or 20th levels.
Benefit: You have a connection with the element of earth, which grants you a variety of benefits.
At 2nd level, you gain acid resistance 5. This increases to acid resistance 10 at 12th level and acid resistance 20 at 20th level.
Starting at 6th level, you gain the ability to cast magic stone as a spell-like ability three times per day. Caster level equals half your fighter level. In addition, you deal acid damage on a successful critical hit made with an unarmed strike or melee weapon. You deal +1d6 points of acid damage at 6th level, +2d6 acid damage at 12th level and +3d6 acid damage at 20th level.
Starting at 12th level, you may cast stone shape as a spell-like ability three times per day. Caster level equals your fighter level. At 20th level, you may cast stone shape at will instead.
Burning with the passion of elemental fire, you gain the destructive and intimidating power of flame.
Level: 2nd.
Replaces: If you select this class feature, you do not gain the fighter bonus feats at 2nd, 6th, 12th or 20th levels.
Benefit: You have a connection with the element of fire, which grants you a variety of benefits.
At 2nd level, you gain fire resistance 5. This increases to fire resistance 10 at 12th level and fire resistance 20 at 20th level.
Starling at 6th level, you gain the ability to cast burning hands as a spell-like ability three times per day. Caster level equals your fighter level. In addition, you deal fire damage on a successful critical hit made with an unarmed strike or melee weapon. You deal +1d6 points of fire damage at 6th level, +2d6 fire damage at 12th level and +3d6 fire damage at 20th level.
Starting at 12th level, you may cast fire shield (fire only) as a spell-like ability once per day. Caster level equals your fighter level. At 20th level, you may cast fire shield three times per day instead.
Your connection to the element of water grants you the ability to breathe as a fish and to control the chilling power of cold.
Level: 2nd.
Replaces: If you select this class feature, you do not gain the fighter bonus feats at 2nd, 6th, 12th or 20th levels.
Benefit: You have a connection with the element of water, which grants you a variety of benefits.
At 2nd level, you gain cold resistance 5. This increases to cold resistance 10 at 12th level and cold resistance 20 at 20th level.
Starting at 6th level, you gain the ability to cast obscuring mist as a spell-like ability three times per day. Caster level equals your fighter level. In addition, you deal cold damage on a successful critical hit made with an unarmed strike or melee weapon. You deal +1d6 points of cold damage at 6th level, +2d6 cold damage at 12th level and +3d6 cold damage at 20th level.
Starting at 12th level, you may cast water breathing as a spell-like ability three times per day. Caster level equals your fighter level. At 20th level, you may cast water breathing at will instead.
Source: Dragon Magazine #355 (Page 92)