Fighter
Base Class: Fighter
An Eldritch Knight is . 
Core Concept
  • Role: A hybrid warrior who swings swords or shoots arrows while casting spells.
  • Spellcasting Style: Uses Intelligence as a spellcasting ability. They lean heavily into two schools of magic: Abjuration (for defense and protection like Shield) and Evocation (for battlefield damage like Burning Hands or Fire Bolt).
  • Primary Stat: Prioritizes Strength or Dexterity (for weapon hits) followed by Intelligence
    Key Features (D&D / BG3)
    • Weapon Bond: Performs a 1-hour ritual with up to two weapons to magically summon them to your hand as a bonus action, preventing disarming
    • War Magic: Allows you to weave spellcasting and attacks together (e.g., casting a cantrip and following up with a weapon attack as a bonus action)
    • Eldritch Strike: Hitting an enemy with your weapon imposes disadvantage on that target's saving throw against the next spell you cast
    • Arcane Charge: Teleports up to 30 feet immediately after using Action Surge
    • Improved War Magic: Replaces multiple attacks in your action to cast a leveled spell followed by a bonus action weapon attack

    Level 3: Spellcasting

    • Spellcasting Ability: Intelligence is used for your spell save DC and spell attack modifier
    • Spell List: You draw from the Wizard spell list. Notably, the 2024 version removes school of magic restrictions (you are no longer restricted to Abjuration and Evocation)
    • Cantrips Known: You learn 2 Wizard cantrips of your choice at level 3, scaling up to more later
    • Prepared Spells & Slots: You start at level 3 with 3 prepared 1st-level spells and 2 spell slots. Your progression scales up to 4th-level spell slots and 13 prepared spells by level 20

    Level 10: Eldritch Strike

    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

    Level 15: Arcane Charge

    When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see (either before or after the extra action)

    Level 18: Improved War Magic

    When you take the Attack action on your turn, you can replace two of your attacks with an action-casting 1st-level or 2nd-level spell.

    Level 7: War Magic

    When you take the Attack action on your turn, you can replace one of the extra attacks with a casting one of your Wizard melee cantrips that has a casting time of 1 action.

    Level 3: War Bond

    You can perform a 1-hour ritual (during a Short Rest) to magically bond with up to two weapons, preventing you from being disarmed unless Incapacitated. You can summon a bonded weapon to your hand as a Bonus Action if it is on the same plane of existence, though you can only summon one at a time. The bond fails if another Fighter is bonded to the weapon or another creature is attuned to it as a magic item, and attempting a third bond requires breaking an existing one. For the complete rules text, please refer to the referenced source

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