Fighter
Base Class: Fighter

Summoner Knight 

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 two cantrips of your choice from the wizard spell list. You learn an additional wizard 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 abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 wizard 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

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

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Requisition

At 1st level, your new magics allow you to call forth aid. By expending Requisition Points your may summon a creature as an action. The number of Requisition Points you have are shown on the Summoner table in the Requisition Points column, with all expending points being refreshed at the end of a long rest. You may only summon one creature at a time, which stays on your plane for number of minutes equal to your Intelligence modifier or until it drops to 0 hp, which ever comes first. Additionally, summons act on their own turn and will act on their own will unless ordered not to.

Summoning Costs
CR Requisition Point Cost
1/8-1/4 1
1/2 2
1 3
2 4
3 6
4 8
5 10
6 12
7 14
8 16
9 18
10 20
Requisition points

Summoning Costs
CR Requisition Point Cost
1/8-1/4 1
1/2 2
1 3
2 4
3 6
4 8
5 10
6 12
7 14
8 16
9 18
10 20

Permanent Binding

Permanent Binding

Once you reach 3rd level, you can permanently bind a creature to your plane. When summoning a creature, you may decide to reduce the total number of Requisition Points you have by twice the amount it costs to summon the creature, causing the creature to stay summoned until it dies. This reduction ends once the creature dies as well.

Planar Bond

Beginning at 7th level, you gain another feature based on your bond.

Your connection to other planes grants you the following befits. You gain resistance to one of the following types of damage: Fire, Cold, Lighting, Bludgeoning, Radiant, or Psychic. In addition when you deal damage with a weapon attack you deal an extra 1d4 of the chosen damage type.

Bonded Strength

At 10th level, your connection with your planar ally has grown. You add your proficiency bonus to your summoned allies ac, saving throws, and attack rolls. They also gain temporary hit points equal to your level. This THP can only be restored after a long rest or when you summon it again. 

Call to Arms

Call to Arms

At 18th level, you become capable of constantly summoning creatures. You regain Half your Requisition Points on a short rest, and 4 Requisition Points every time you roll initiative.

Epic Bond

At 20th level, your bond with those you summon has reached its peak. You gain the following benefits:

Untouchable Form. 
You are permanently under the effects of Protection from Evil and Good, with the effected creature type being unable to change.
Seeping Thoughts. You can now telepathically speak to any creature within 120 feet of you, with you able to create an entire telepathic conversation between a number of creatures equal to your Intelligence modifier (minimum of 3)
Overwhelming Power. Whenever you cast a spell that deals Cold, Fire, Lightning, or Thunder damage, you may add your Intelligence modifier to that damage. Additionally, any spell you cast over comes resistance to its damage type, with it treating immunity as resistance. 

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