Base Class: Fighter
Through many years and possibly decades of training to hone your skills. You have mastered many martial arts. But suddenly one day a tragedy has happened, whether it be your family murdered or your house burnt down. This event has left you changed, mentally and you're willing to do anything for vengeance.
Most who follow this path tend to be on the lawful evil or some form of evil, while still having their own morals and codes that typical are much different from others.
As a Mad Demon you are often prone to impulsive and brash behavior to your enemies, but those close to you are held incredibly dear and you will do anything to protect them, even laying your own life down
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 |
Fiery Weapon
At 3rd level, you learn a technique that lets you coat your weapon in a heavy flame. this counts as a bonus action, letting you attack afterwards. this affect lasts for 1 hour but can be dismissed by the user or will finish by itself if you are knocked prone , incapacitated or unconscious
Once you have coated your weapon, you can’t be disarmed of that weapon unless you are incapacitated.
at level 6, increase to 2d8 and then at level 12 add one more d8 and one final one at level 18.
Impulsive yet Loyal
Beginning at 7th level, your stories have traveled across the land and many know you, some fear you and some like you. You gain advantage on intimidation rolls on people who view you as enemy or neutral. but advantage on persuasion attempts made on NPCS who view you as friendly
Killing Nature
At 10th level, you have grown to realize your emotions and the joy or inner calm you feel after killing your enemies. When you land the final blow on any creature, you gain 1d6+t temporary HP
Great Absorption Technique
At 15th level, you have learnt the Great Absorption Technique which lets you drain vitality out of your enemies and heal yourself, allowing you to fight longer. the Great Absorption Technique forces the target within 30ft that you can see, to make a CON saving throw, taking no damage on a success and 2d10 force damage on a failed save to the target. you gain half the damage done as HP.
To Angry To Die
Starting at 18th level, once per long rest, if you would fall to 0hp, you may fall to 1hp instead as your rage and anger fuels you to fight back and continue exacting revenge
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