Fighter
Base Class: Fighter

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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 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 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

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

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

Pirate Sword Fighting

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called Cursed Energy.

Maneuvers. You learn two maneuvers of your choice and a Special Move, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 7th, 10th, and 15th level. You gain one Additional Special move of your choice at 7th and 10th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Cursed Energy. You have three Cursed energy dice, which are d8s. A Cursed energy die is expended when you use it. You regain all of your expended Cursed Energy when you finish a short or long rest.

You gain another Cursed Energy die at 5th level, 7th level, 10th level, and one more at 13th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers

The maneuvers are presented in alphabetical order.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Artist

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Special Attacks

At 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Special Attack options of your choice. You can use only one Special Attack option per turn.

1080 Pound Cannon. You can expend one use of your Cursed Energy to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Cursed Energy Dice. You also add the number rolled to your AC until the start of your next turn.

Purgatory Onigiri. You can expend one use of your Cursed Energy to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Cursed Energy Dice.

Ul-Tora Gari Ultra Tiger Hunt. You can expend one use of your Cursed Energy to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Cursed Energy Dice. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

1080 Pound Cannon.

1080 Pound Cannon. You can expend one use of your Cursed Energy to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Cursed Energy Dice. You also add the number rolled to your AC until the start of your next turn.

Purgatory Onigiri.

Purgatory Onigiri. You can expend one use of your Cursed Energy to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Cursed Energy Dice.

Ul-Tora Gari Ultra Tiger Hunt.

Ul-Tora Gari Ultra Tiger Hunt. You can expend one use of your Cursed Energy to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Cursed Energy Dice. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

This generations greatest Mangaka

You have advantage on persuasion rolls related to your Manga and you can add your proficiency bonus to those rolls

Improved Combat Dice

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Susanoo

Once per long rest, In combat, as a bonus action, you may expend a 3rd level or higher spell slot in order to activate Susanoo.

Susanoo is size large or huge (your choice) and uses you as its base. It can be damaged as normal and when damaged you take that damage as well.

Different Forms:

        Complete Body - While you have at least one temporary hit point granted by this ability, you are in this form.

Humanoid - While you are above half HP but have no temporary hit points, you are in this form.

Skeletal - While you are below half HP and have no temporary hit points, you are in this form. 

You can drop Susanoo as a free(bonus?) action on your turn. You can have Susanoo activated for a maximum of 1 minute(10 rounds). After every 18 seconds(3 rounds) you need to expend a spell slot of any level (Chakra) to maintain Susanoo. You suffer a point of exhaustion after dropping Susanoo. Susanoo drops when you either; dismiss it on your turn; after 1 minute; drop to 0 hit points; or run out of Chakra to fuel it(spell slots). If you drop to 0 hit points or run out of Chakra(spell slots), you gain temporary blindness which lasts until after your next long rest.

While Susanoo is activated, you have the following buffs and attack:

HP: Upon activating Susanoo you gain 50 temporary hit points.

Chakra Charge: You may expend any amount of Chakra (spell slot) to empower Susanoo: 1st level to gain 10 temporary Hit Points. 2nd level to gain 25 temporary Hit Points. 3rd level to gain 50 temporary Hit Points. 4th to gain 100 temporary Hit Points

AC: While you have Susanoo activated, you gain a bonus to AC depending on its state. Complete Body, +5 to AC. Humanoid Form, +3 to AC. Skeletal Form +1 to AC

Sword: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. On hit you deal an extra 19 (2d8+10) True damage.

Bow: Ranged Weapon Attack: +15 to hit, reach 120/500 ft., one target. On hit you deal an extra 19 (2d8+10) True damage.

Amaterasu (Recharge 6): Up to 5 creatures within vision must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on failed save, or half as much damage on a successful one. This black flame lingers until the start of your next turn and each creature affected must make the save again at the start of each of their turns and take repeat damage. 

Improved Combat Superiority

At 18th level, your superiority dice turn into d12s.