Base Class: Fighter
Attempt at making the Eldritch knight more of a viable and interesting subclass while using Bladesinging Wizard as a reference. My thought is that if Bladesinger is giving wizard a dab of martial capability Eldritch Knight should be a fighter with decent casting cabability
Martial Magic
You learn a ritual that creates a magical bond between yourself and one weapon, You can perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You may only have one weapon bonded this way at a time. While the weapon is bonded to you and is held in hand, you gain the following benefits:
- Unless you are incapacitated you cannot be disarmed.
- Once per turn you may have your weapon teleport to a free hand so long as the weapon is within 30 feet of you with no action. You can also do so from any distance as a bonus action.
- You can perform the somatic components of spells even when you have a weapon or shield in hand.
Spellcasting
Spellcasting
When you reach 3rd level, you learn to mix magic into your martial combat. You also gain proficiency in the Arcana skill.
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 Eldritch Knight 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 levels 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
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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
War Magic
Beginning at 7th level, when you take the attack action you may forgo one of your attacks to instead cast a cantrip in addition to any other attacks you may have. For Instance, if you have 3 attacks you can cast one cantrip and then attack 2 times.
Eldritch Strike
At 10th level, you learn how to make 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.
Arcane Jump
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see as a bonus action on your turn. You can do so a number of times equal to your proficiency bonus which you regain after a long rest.
Improved War Magic
Starting at 18th level, when you take the attack action you may forgo two of your attacks to instead cast a spell. You must still follow all rules of spellcasting regarding being able to only cast one leveled spell per turn.
Previous Versions
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9/10/2022 1:04:37 AM
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10/17/2022 5:30:24 PM
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Coming Soon
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