Fighter
Base Class: Fighter

its eldritch knight but better baddah bing baddah boom 

Bond of Steel

Bond of Steel

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.

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.

Starting at 7th level, you can also bond with one piece of armor and one shield using the same ritual, when summoned using the same bonus action required to conjure your weapons you are able to instantly doth the armor. Attacks from your bound weapons are now considered magical for the purposes of overcoming resistance.

War Magic

when you take the attack action you are able to cast a cantrip as a bonus action 

Arcane Strikes

You have become adept at suffusing your attacks with arcane energy, mastering both spells and warfare, When you hit a creature with an attack using one of your bound weapons, you can add your Intelligence modifier to the damage in addition to either your dex or str, that creature also now has disadvantage on the next saving throw it makes against a leveled spell you cast before the end of your next turn.

Arcane Charge

You gain the ability to teleport 30ft to an unoccupied space you can see as a bonus action a number of times equal to your proficiency modifier per long rest 

Battle trance

Your mind and body have become as sharp as a blade and as strong as steel, You gain proficiency on either wisdom intelligence or charisma saving throws.

You have trained yourself to be in control of every fiber of your being during the heat of combat, as long as you take the attack action on your turn against a target, you can not drop concentration on a spell, irrespective of the spells duration, or other stipulated effects that would end the spell. I.E if a spell is concentrated it can not and will not end, as long as you take the attack action on your turn against a target. 

Spellcasting

Spellcasting using your intelligence modifier 

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