Base Class: Fighter
You have trained with your blade long enough. Your blade is no longer anything more then that. Just a blade. You are now in control of your powers and your destiny.
Messenger Butterfly
Although you may lost your weapons spirit you have gained some of their skills for yourself. You are able to send a butterfly to a distant area for communication. This butterfly will relay a message you sent and let you receive a message back in real time.
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 Switch
At 3rd level, you learn to control your weapon by yourself. Your weapon regains the forms it once had with a different result. There are three forms to the weapon. You will decide what form you will be in for the start of the fight, to switch weapon styles would be an action.
Up-Close-And Personal
This form takes the shape of a basic long sword with a revolver caliber at the end. Every swing you will add 1d8 to your damage as you unleash a striking bullet.
The sword itself is a long sword that will deal 2d6 two handed like a greatsword.
Far-Range-Master
You decide to take the fight from a distance, smart. Your weapon becomes two pistols that deal the same damage as eachother. These pistols deal 1d8 per shot, upon a hit you will add a d4 to each pistols damage.
1 action = 1 pistol shot
1 action + A bonus action = 2 pistol shots, This second shot will ALWAYS use the off hand weapon.
The- Mix
Lets change this up a little. In this weapon form you will hold your long sword in one hand and a pistol in your other. Since you will most likely be up close with this style you will lose your disadvantage on close rang attacks with your pistol.
Long sword attack: 1d8
Pistol Shot: 1d6
BONUS: 1d4 for both attack's
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Weapon Burst
At 10th level, you learn how to make your weapon expode with your power. Doing this would cause you to sacrifice your own health. You will be knocked prone until your next turn.
every 15 hp = 1d10
Arcane Charge
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.
Perfect Stance
Starting at 18th level, when you use your action to make a melee attack you can knock a creature prone rendering their turn useless