Fighter
Base Class: Fighter

Inspired by OneDnD playtest 7

Changes:

LVL 3: War (Weapon) Bond grants the thrown property (20/60) to the bonded weapon. Also, the bonded weapon acts as a spellcasting focus.

LVL 5: Alters the base fighters extra attack feature into the Bladesinger's Extra Attack. Extra Attack is renamed War Magic. NOT REFLECTED IN THIS SUBCLASS as it is impossible to add or replace base features.

LVL 7: Improved War (Weapon) Bond: You may bond with up to 4 weapons or armor as described in War Bond. In addition, your bonded weapons and armor count as magical for the purpose of overcoming resistances and taking damage.

LVL 10: Eldritch Strike remains unchanged.

LVL 15: Arcane Charge remains unchanged.

LVL 18: Improved War Magic allows you to replace two attacks with a casting of a wizard spell.

Spellcasting

3rd-level True Eldritch Knight feature

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 know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list.

When you reach level 10 in this class, you learn another Wizard cantrip of your choice.

Spell Slots

The True 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.

Prepared Spells of Level 1+

You prepare a list of spells level 1 and higher that are available for you to cast with this feature, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the True Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.

Changing your Prepared Spells.

Whenever you gain a level in this class, you can replace one of the 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.

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

True Eldritch Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Prepared

— 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

War Bond

3rd-level True Eldritch Knight feature

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. In addition, the weapon gains the thrown property (20/60) and functions as a spellcasting focus for your wizard spells.

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.

Improved War Bond

7th level-True Eldritch Knight feature

You may bond with up to 4 weapons or armor as described in War Bond. In addition, your bonded weapons and armor count as magical for the purpose of overcoming resistances and taking damage.

Eldritch Strike

10th level-True Eldritch Knight feature

You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

15th level-True Eldritch Knight feature

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 War Magic

18th level-True Eldritch Knight feature

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your Wizard spells that has a casting time of an action.

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