Fighter
Base Class: Fighter

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

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

Weapon Connection

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 and damage dealt by that weapon is considered magical for the purposes of calculating resistance. 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 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.

Unique Spells

Starting at 3rd level, your unique mastery of battle magic has lead to the study of a host of different spells than your other wizardly compatriots. You gain unique spells at the Fighter levels listed in the Eldritch Knight Spells table. These spells are always prepared and don't count against the number of spells you can learn or prepare.

Fighter Level

Spell

3rd

Heroism

7th

Flame Blade

13th

Haste

19th

Fire Shield

 

Magical Vigor

Beginning at 7th level, as an action, you may expend one use of your Action Surge to regain any expended spell slots of 4th level or lower. You can do this once, and regain all expended uses upon taking a long rest.

Evocative Bond

Starting at 7th level, if you use your bonus action to cause your bonded weapon to return to your hand, you can choose to release a burst of elemental energy as a result of the connection you've forged with your weapon. If you use your bonus action to cause your bonded weapon to return to your hand, you can force every creature within 5 feet of you to make a Dexterity saving throw against your Spell Save DC. On a failure, that creature takes fire, cold, or lightning damage (your choice) equal to 2d8 + your Intelligence modifier. On a success, they take no damage. You can do this a number of times equal to your Intelligence modifier and regain all expended uses upon taking a long rest.

Eldritch Assault

At 10th level, you have learned to channel your magical effects into your weapon of choice. While you are wielding your Bonded Weapon, if you would use your action to cast an Evocation spell requiring an attack roll, you can instead choose to infuse your weapon with the spell. If you choose to do so, then instead of making your normal spell attack roll, you make a melee attack at advantage using the attack roll modifier of your bonded weapon. On a hit, the target suffers the weapon attack's normal effects and then suffers the effects of the spell. You can do this a number of times equal to your Intelligence modifier and regain all expended uses upon taking a long rest.

Arcane Mobility

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved Eldritch Assault

Starting at 18th level, if you successfully hit a target with your Eldritch Strike feature, as a bonus action, you can choose to make two weapon attacks against the same target.

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