Base Class: Fighter
The archetypal Illusion Knight combines the martial mastery common to all fighters with a careful study of magic. Illusion Knights use magical techniques similar to those practiced by wizards, They focus their study on two of the eight schools of magic: Abjuration and Illusion. Abjuration spells grant an Eldritch Knight additional protection in battle, and Illusion spells are used to misdirect their foes making them harder to hit. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Armor Bond
You learn a ritual that creates a magical bond between yourself and one suit of Heavy or Medium Armor. You perform the ritual over the course of I hour, which can be done. during a short rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond. If the armor is on the same plane of existence, you can summon that armor as a bonus action on your turn, causing it to teleport instantly onto you wearing it.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spelllist.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th leveI. Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st leveI 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 Ist level spell shieId and have a Ist level and a 2nd level spell slot available, you can cast shieId using either slot.
Spells Known of 1st-LeveI and Higher: You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and Illusion spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st levei or higher. Each of these spells must be
an abjuration or Illusion spell of your choice, and must be of a leveI for which you have spell slots. For instance, when you reach 7th level in this c1ass, you can learn one new spell of 1st or 2nd leveI. The spells you learn at 8th, 14th, and 20th leveI can come from any school of magic. Whenever you gain a leveI in this c1ass, you can replace one of the wizard spells you know with another spell of your choice from lhe wizard spell list. The new spell must be of a leveI for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th leveI.
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. Vou use your lntelligence 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
Illusion Battle Magic
At 7th level, the Illusion Knight can use it's Illusory magic to cloak itself with an image of itself. As a bonus action you can cast an Illusion onto yourself to create an exact copy of yourself centered on yourself. This Illusion replaces the image of yourself making it harder for enemies to strike you and making it easier for you to attack your enemies. You add your proficiency bonus to your Armor Class, and double your proficiency bonus on all melee attacks. This effect does not stack with other effects that have to do with doubling your proficiency bonus.
This Illusion lasts for 1 minute and you can only use it once every long/short rest.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Illusory Step
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Battle Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
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