Fighter
Base Class: Fighter

Created for a friend based off of Final Fantasy 7's Super Soldier program

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The S.O.L.D.I.E.R Spellcasting table shows how many spell slots you have to cast your wizard 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation 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 level or higher. Each of these spells must be an abjuration or evocation 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Strength is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength 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 Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

Eldritch Knight Spellcasting

S.O.L.D.I.E.R 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

Summon Ifrit

At 3rd level, you to summon an incarnation of flame. Once per long rest you make a ranged spell attack and summon Ifrit to deal 2d12 Fire damage to a single target within 30 feet of you. This damage increases to 3d12 at level 7, 4d12 at level 12, and 5d12 at level 17 

Summon Chocobo

At 7th level you gain the ability to summon a chocobo mount (use the Riding Horse statistics.) Your chocobo lasts until dismissed or you engage in combat.  If you engage in combat your chocobo retreats and you are unable to summon it again until you take a long rest.

Enhanced Critical

You critically hit on a roll of 19-20.

Summon Shiva

Summon the Manifestation of Ice to target a Cylinder 60 feet in front of you dealing 5d12 cold damage

LIMIT BREAK

Starting at 18th level, when you are below a quarter of your max health you gain access to a special attack called Limit Break. You're able to use this special attack a number of times per day equal to your Proficiency Modifier plus Constitution modifier.

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