Fighter
Base Class: Fighter

Although a variation to the official 5e Archetype, this reworks class features listed under the Hexblade (refer to the Xanathar's supplement) and additionally the Magical Secrets feature from the Bard class. Some of these listed features from a creators viewpoint seemed a lot more logical while others provided a more interesting gameplay scenario.

You have the choice upon selecting this archetype on a particular spell list. Carefully consider your choice because this determines which options are available to you from some of the class features

 

Eldritch Knowledge

Eldritch Knight Spellcasting Spells per level
Fighter level Cantrips Known Spells Known 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 1 - - -
8th 2 6 4 2 - - -
9th 2 6 4 2 - - -
10th 3 7 4 3 - - -
11th 3 8 4 3 1 - -
12th 3 9 4 3 2 - -
13th 3 9 4 3 2 - -
14th 3 10 4 3 3 - -
15th 3 10 4 3 3 1 -
16th 3 10 4 3 3 1 -
17th 3 10 4 3 3 2 -
18th 3 10 4 3 3 2 -
19th 3 10 4 3 3 3 -
20th 3 11 4 3 3 3 1
 

 Cantrips and Spells:

You learn the Eldritch Blast cantrip and one Warlock Spell of your choice. Choose one cantrip of your choice from one of this list. An additional cantrip of your choice at 10th level. You know two 1st-level spells of your choice from the class you selected.

Class Name Cantrip Spells
Wizard 1 2
Cleric 1 2
Warlock 2 3

 

When you learn more spells of 1st level or higher, these spells must be of either the Warlock spell list or the list you have selected, 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 class listed on the table. 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 list. The new spell must be of a level for which you have spell slots, and it must be a Warlock spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any of the lists option choices.

Spell Slots: In order to cast your 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.

 

Spellcasting Ability

Charisma is your spellcasting ability for your 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 wizard 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

Cleric

From this list, you may select 1 cantrip and 2 first level spells

Warlock

From this list, you may select 1 cantrip and 2 first level spells

Wizard

from this list, you may select 1 cantrip and 2 first level spells

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.

This weapon while summoned, acts as an arcane focus for your spells and additionally grants a damage bonus equal to your Charisma modifier

War Casting

At 7th level, you gain an addition to your casting prowess. This is determined by the class you selected in the Eldritch Knowledge feature.

Arcane Sense

As a reaction, once per turn you may use a cantrip to deflect a ranged spell attack. To do this, you roll as if you were hitting the attacking creature. If your roll is equal to or greater than the AC or Spell DC (using the higher number), then the attack is deflected from you and you may roll damage against your attacker from your selected cantrip.

Eldritch Strike

Deal 1d8 extra force damage to melee attacks

Invocation

You gain the ability to learn 2x Eldritch Invocations. Unless you follow a particular Warlock patron, you may not select an invocation which has a Patron prerequisite or if it is from a Pact Boon.

Arcane Precision

At 10th level, attacks made with your weapon cause a creature to have disadvantage against spell saving throws until the end of your next turn.

Eldritch Surge

At 15th level, you may teleport up to 30 feet to an unoccupied space you can see when you use an Action Surge. You decide whether to teleport before or after using the action. Additionally, your next spell attack has advantage provided that is your next attack action

Improved War Casting

At 18th level, you've furthered your knowledge with the arcane 

Extra Invocation

You may select a third invocation from the list of Warlock Invocations, with the same restrictions of Patron and Boon specific invocations being excluded

Improved Eldritch Strike

Attacks now deal an extra 2d8 force damage

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose one wizard first level and second level spell. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as per normal.

When you complete a long rest, you may choose to exchange one or both of the spells for different spells of the same levels.

Previous Versions

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