Fix the Eldritch Knight?

The Eldritch Knight is something of an abomination within D&D. Just about all the martial classes have a subclass which is considered to be the magic fighting hybrid. And they all pretty universally suck. Well, maybe I shouldn't go that far. I'm relatively certain you could play a combat effective Eldritch Knight. You can take spells like shield from the get go, making you extremely hard to hit (especially if you're in something like plate armor). You can further boost your chances of survival with spells like blur, absorb elements, protection from evil and good, you get the idea. I'm not going to mention spells like haste (seeing as though you're practically never get up to that level), but hey, they're out there.

All that being said, the subclass feels disjointed. You're constantly going to choose between either casting a spell, or using your melee attacks. As you learn more about the subclass and what's optimal (not to mention your number of attacks going up) you start doing the smart thing and pretty much ignore your spells.
 

I preface the mechanical change I'm about to propose to demonstrate I'm willing to look at the subclass as being viable for combat. When people want to play a hybridized magic knight, they want to do two things. They want to in some fashion combine spellcasting and their martial abilities, or at the very least on a regular basis do spellcasting and their regular attacks within the same turn. On this basis, the Eldritch Knight doesn't fill that niche. You either cast spells, or you make physical attacks. And as previously mentioned, as the levels go up, you lean heavily in one of those directions.

I can say this now having done it, if I wanted to play a kind of magic knight I would simply mix wizard with about three levels of Battle Master fighter. I get several maneuvers that allow me to toy with the battlefield, some damage and survival enhancing abilities, and in general don't have to choose between using my core class features and spellcasting. It actually works out pretty well, and I highly recommend it to you all (even those of you who accept the mechanical change I'm about to propose).

All that being said, let's look at one abilitiy in particular.

War magic:
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.


Now, this is pretty miserable. By the time you get this ability, you've already gotten the first of your extra attacks. If you're using any sort of heavy weapon, the damage you do with one attack will likely outclass anything you do with a cantrip. If you're not using a heavy weapon, the difference between a single physical attack and a cantrip is much smaller. As previously mentioned however, you can at this point make two attacks per round.

Just to reiterate; the fact you will not use this ability except in very specific and convoluted circumstances does not mean that the Eldritch Knight can't be effective in combat. It just suffers from one of the many instances of a class receiving poorly designed abilities (not ribbons) that pretend to change the character. Even if the class as a whole is well designed and even carries the subclass through, if the subclass's special abilities don't seem to fundamentally change the character, it'll feel lackluster.

Did that make sense?  Let me try putting it this way: the Eldritch Knight could be completely viable and even on par with the Battlemaster (as an example) levels 3-20 despite never changing from "that guy who swings his sword and casts shield". However, if those abilities he gets from 3-20 don't produce any improvements (i.e. the character actually uses them on occasion), the subclass doesn't actually grow. That's fine, unless literally any other subclass or class does grow. If another subclass actually improves over time, it's more fun to engage with (for most people).

 Now, on to the proposed change:

War magic:
Beginning at 7th level, take the attack action, you can cast a cantrip as a bonus action. 

Let the harpies come. 
I'm going to try to justify this as best I can before I put any additional restrictions on it. At this level, your cantrip damage has only increased by one dice, and Int is still most likely your secondary or tertiary stat. No wizard at this point is "taking a dip" into the class, they're giving up some serious firepower to do whatever insane build the seven level deviation is for. Ditto for Warlock and Arcane Trickster. You have a decent increase in damage (probably not something that will supersede the champion) and a bit of increased utility to boot. On top of that, you can actually use this ability without feeling like a complete idiot, right?

That being said, we should definitely add a caveat. 

War magic:
Beginning at 7th level, when you take the attack action, you can cast a wizard cantrip as a bonus action. 

This is just to prevent any Eldritch Blast shenanigans. The fighter gets enough feats that Magic Initiate becomes a must-have, and Eldritch Blast being what is is, Warlock is pretty sound. Also, with the release of the Hexblade, a heavy deviation into something like Eldritch Knight becomes viable (seeing as you'd only need to focus Int and Cha for your offensive abilities). 

Now, if this still seems too powerful for some reason (and there are several), we can cut it down further.

War magic:
Beginning at 7th level, when take the attack action, you can cast a wizard cantrip as a bonus action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Now we're cooking with gas. I admit, this feels punishing compared to the last example, but in actuality it's probably more balanced. These additional cantrips are now on par with something like Battlemaster Maneuvers, though perhaps a bit damaged focused. 

I can definitely see an Eldritch Knight pummeling an enemy to just a few hitpoints trying to save the Sorcerer or something, casting Shocking Grasp to let him exit safely.

A big part of this is the introduction of the SCAG, and several cantrips that allow you to make a weapon attack as part of the spell. Having unlimited access to that as a bonus action would quickly (and I really don't use this lightly) overpowered.

So, let's recap:

War magic:
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

This is the default ability for the Eldritch Knight. Your player will never take a second glance at it, and poor design like this turns your players off from the subclass.

War magic:
Beginning at 7th level, take the attack action, you can cast a cantrip as a bonus action. 

The first proposed change. It'll see use, maybe too much use. The constant extra damage or utility from the cantrips can override the Battlemaster and Champion's abilities, making them seem like the suboptimal choice. Also fairly easy to break with multiclassing.

War magic:
Beginning at 7th level, when you take the attack action, you can cast a wizard cantrip as a bonus action.

Issues with this change are identical to the last, with the exception of problems caused by multiclassing. This would be a nice ability to attach to a magic item. 

War magic:
Beginning at 7th level, when take the attack action, you can cast a wizard cantrip as a bonus action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

The final proposed change. Less ideal as a reward in the form of magic item or simply an improvement upon an ability (though your players won't complain for getting it), but makes an excellent replacement for the Eldritch Knight's 7th level ability.

Let me know what you think in the comments.