Fighter
Base Class: Fighter

The archetypal Eldritch Knight combines the martial
mastery common to all fighters with a primal attunement to the very essence of nature.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical
bond between yourself and one weapon. You 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.
Once you have bonded a weapon to yourself, you
can’t be disarmed of that weapon unless you are
incapacitated. If it is on the same plane of existence,
you can summon that weapon as a bonus action on your
turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can
summon only one at a time with your bonus action.
If you attempt to bond with a third weapon, you must
break the bond with one of the other two.

War Magic

Beginning at 7th level, when you use your action to
cast a cantrip, you can make one w eapon attack as a
bonus action.

Primal 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.

Primal Charge

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.

Improved War Magic

Starting at 18th level, when you use your action to
cast a spell, you can make one w eapon attack as a
bonus action.

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