Fighter
Base Class: Fighter

A fighter subclass of the Eldritch Knight, this fighter uses necromancy to supplement his fighting abilities.

Weapon Bond

At 3rd Level, you learn a ritual that creates a magical bond between yourself and on 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 only summon 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. 

Chain of Fate

As a bonus action on your turn, you summon from the ground a spectral version of your bonded weapon trailing a long chain. The weapon spears into the ground at your feat, lashing out with the chain, targeting a creature of choice within 30 feet. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature is wrapped in the chain, taking 2d6 bludgeoning damage and is pulled to the spectral weapon where it is grappled in place. On a successful save, the creature takes half damage and shrugs off the effects of the chains, not becoming pulled or grappled. A grappled creature may use its action to make a Strength check against your spell save DC, freeing itself on a success. Once freed, the spectral weapon and chains dissipate. 

You must complete a short or long rest before using this ability again. At the 10th level, you may use this ability twice before resting and its damage increases to 3d6. At the 15th Level, the damage increases to 4d6. 

Spectral Weapon

As a bonus action on your turn, you call forth a spectral version of your weapon to appear in an unoccupied space within 30 feet of you. You may then use this weapon to make a melee attack at a target within the weapon's range with all the modifiers that apply to your normal weapon strikes, however, the damage done with this weapon is considered necrotic. You may use your extra attack feature with this weapon. Using your bonus action on subsequent turns you can maintain this summoning, allowing you to take another attack action with it. The weapon is unable to move and you must maintain concentration on the spell, making a concentration check if you are attacked. At the 15th level, you may move the weapon up to 20 feet as a part of your bonus action. You must complete a long or short rest before using this ability again.

Presence of the Master

At the 15th Level, any undead or devilish creature that attacks you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. 

Grim Reaper

Starting at the 18th level, you can, as an action, summon a dark field of spectral chains in a 30 foot circle around you. The ground becomes difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be restrained. A creature that starts its turn in the area and is already restrained takes 3d6 bludgeoning damage. A creature may use its action to make a strength check against your spell save DC, freeing itself on a success. 

Any enemy killed in this field by you or an ally triggers your Grim Harvest ability. Additionally, while this effect is active, you can use your action to automatically strike every restrained enemy within the affected area for 3d6 bludgeoning damage. The chains remain in place for 1 minute or until you dismiss them. The caster is not affected by the chains or terrain. 

You must complete a long rest before using this ability again. 

War Magic

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

Grim Harvest

At the 3rd level, you gain the ability to reap life from enemies you kill with a weapon attack. Once per turn, when you kill a creature with a weapon attack, you gain temporary hit points equal to your intelligence modifier (minimum of 1). You don't gain this benefit for killing undead or constructs. 

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