Base Class: Fighter
The Fighter archetype of Geas Knight focuses on the control and domination of a target, utilizing various Enchantment spells to issue supernatural commands. Those who choose the path of Geas have entered a contract with a Demon in exchange for a cursed eye that offers the power of absolute obedience. The more this power is used, the stronger it becomes. It changes the eyes of the user and permanently marks them forever.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells from the Enchantment school of magic. See Spells Rules for the general rules of spellcasting.
Cantrips
You learn two cantrips of your choice from any spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your Enchantment spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell command and have a 1st-level and a 2nd-level spell slot available, you can cast command using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice, which you must choose from the Enchantment school, regardless of class spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more Enchantment spells of 1st level or higher. Each of these spells must be an Enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Enchantment spells you know with another spell of your choice from the Enchantment school. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since your power comes from outwitting your adversaries. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Eldritch Knight Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Imperious Gaze/Empowered Command
"One of your eyes now shows a strange symbol and glows a faint red, this change is permanent but can be hidden or revealed at will, in order to appear normal to others."
Starting at 3rd level, your eye will impose a strong influence over others. You can use your bonus action to focus your gaze on a target that you see within range, causing them to make saving throws with disadvantage and feel a sense of dread or unease, as if burdened with some terrible weight.
You can now also cast the Command spell at will. You may use three words instead of one whenever you cast this spell.
Absolute Obedience
"You feel a strange shift of Demonic energy. Both of your eyes are now affected by the strange symbol."
Starting at 7th level, you can now cast the Geas Spell at will.
Dominion
"You feel a demonic force grow within you. You can no longer hide your cursed eyes through your usual means. People may mistake you for someone with Demonic ancestry and shun you for it."
Starting at 10th level, you can choose to cast the Dominate Person spell without expending a spell slot or requiring Somatic components. You do not have to have the spell in your known spell list.
You can do this a number of times a day equal to your INT modifier.
King's Influence
"Your eyes glow more intensely now. Your gaze pierces the minds of men, creating images of malice and hatred made visible."
Starting at 15th level, you can cast the Mass Suggestion spell once per Long Rest.
Checkmate
"You have mastered control over your demons and may now hide the demonic symbols in your eyes again, should you wish."
Starting at 18th level, you can command a target to execute themselves. You can do this Once a day or more, taking one point of Exhaustion for every time after the first.
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