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 3 cantrips of your choice from the spell list. You learn an 2 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 two schools of magic for the spell on the spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a spell school of magic when you chose it at level 3 other two spells 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 spells you know with another spell of your choice from the spell list. The new spell must be of a level for which you have spell slots, and it must be an a spell from the two schools of magic you chose at the at 3 level when you pick the subclass , 

Spellcasting Ability

Intelligence, is your spellcasting ability for your spells, since you learn your spells . From study, the arcane arts, 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 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-5th

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

3

—

14th

3

10

4

3

3

—

15th

3

10

4

3

3

1

16th

3

12

4

3

2

1

17th

3

12

4

3

2

1

18th

3

14

4

3

3

2. 1

19th

3

14

4

3

3

2. 1

20th

5

14

4

3

3

2. 1

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.

your bonded weapon always have the effect of boom and blade or green fire blade you choose the affect when you bond to the weapon. This works with range weapons, and it’s stacks with smite or other weapon can trips and spells.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, and spell you can make one weapon attack as a free action. this works with your bonded weapon. can you only use this feature up to your proficiency modifier.

Eldritch Strike

At 10th level, your bonded weapon has improved significantly your can improve your body weapon temporary to make it much more deadlier. You can do this up to your proficiency, plus your constitution modifier weapon now does 3d8 damage. Lightning or fire damage, a pens what choice you chose. And also you can swap the fire or lightning damage for cold acid necrotic or radiant

Magic, Arma

At level 15 you can now born to a piece of armour. When you do this. This feature does not count as a bonded weapon. When you are wearing the bonded armour you now have a Munich to Pearson or bludgeon or slashing damage,

Legendary weapon

Starting at 18th level has your bonded weapon has improved significantly. It is now one with you, you can now summon your bonded weapon as a free action

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