Fighter
Base Class: Fighter
Eldritch Warrior Spellcasting Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 3 - - -
4th 2 4 3 - - -
5th 2 4 4 - - -
6th 2 4 4 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 3 7 4 3 2 -
11th 3 8 4 3 2 -
12th 3 8 4 3 3 -
13th 3 9 4 3 3 1
14th 3 10 4 3 3 1
15th 4 10 4 3 3 2
16th 4 11 4 3 3 2
17th 4 11 4 3 3 3
18th 4 11 4 3 3 3
19th 4 12 4 3 3 3
20th 4 13 4 3 3 3

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Spellcasting

Cantrips

Once you reach 3rd level, you learn the Blade Ward cantrip, and one additional cantrip of your choice from the Warlock spell list. At 7th level, you may choose one additional cantrip from the Warlock spell list. At 15th level, you may choose another.

Spell Slots

The Eldritch Warrior Spellcasting table shows how many spell slots you have to cast your warlock 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast it using either slot.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells 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.. 

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. .

Spellcasting Ability

Charisma is your spellcasting ability for your wizard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Eldritch Warrior Spells

You gain oath spells at the Fighter levels listed.

Eldritch Warrior Spells
Fighter Level Spells
3rd Armor of Agathys
7th Hex
10th Intellect Fortress
15th Dispel Magic
18th Banishment

 

Bladebound Caster

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You can no longer be disarmed of that weapon unless you are Incapacitated, and you can use the weapon as your spellcasting focus. 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.

Mystic of War

Beginning at 7th level, whenever you attack with your bonded weapon, you can add your Charisma modifier, in addition to your Strength or Dexterity modifier, to the attack and damage rolls.

Empowered Bond

Starting at 7th level, your bond with your weapon grows even stronger. Whenever you use the Fighter's Extra Attack feature, you may replace one of the attacks on that turn with a spell. You may only use this feature once per turn. Once you have used this feature a number of times equal to your Proficiency Bonus, you must finish a long rest before you can use it again.

Arcane Assault

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.

Arcane Assistance

Beginning at 15t level, whenever you reroll a failed saving throw using Indomitable, and you succeed, roll on the Arcane Assistance table. 

Arcane Assistance table 

   d8     Effect   

  1.      Gain a bonus to your AC equal to your Charisma modifier. This effect lasts for one minute.
  2.      Double your movement speed. This effect lasts for one minute.
  3.     Whenever you attack with your Bonded Weapon, add an additional 2d6 force damage to the damage roll. This effect lasts for one minute. 
  4.     On your next turn, you may take an extra action and bonus action. You cannot cast leveled spells with both actions or both bonus actions. 
  5.     The next time you cast a Concentration spell, you do not need to maintain concentration on it. It will last for the maximum duration, unless you end it early.
  6.     The next time you cast a spell that targets only one creature and doesn't have a range of self, you can cause it to affect one additional target. To be eligible, a spell must be                    incapable of targeting more than one creature at the spell's current level.
  7.     Grant an additional use of Second Wind, and one additional use of Action Surge.
  8.     Choose any 2 Arcane Assistance effects. 

 

 

 

 

 

 

Overcharge

Beginning at 18th level, every time you use a charge of your Action Surge, you can restore one spell slot of any level.

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