Base Class: Fighter
Spellcasting Knight mixing martial prowess with spells
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 and warlock spell list.
Cantrips
You learn two cantrips of your choice from the wizard or warlock spell list. You learn an additional wizard or warlock cantrip of your choice at 10th level.
Spell Slots
The Improved Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard/warlock 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 can choose from any spells on the wizard/warlock spell list.
The Spells Known column of the Improved Eldritch Knight Spellcasting table shows when you learn more wizard/warlock spells of 1st level or higher. Each of these spells 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/warlock spells you know with another spell of your choice from the wizard or warlock spell list. The new spell must be of a level for which you have spell slots, 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 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 or warlock 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
Improved 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 Link
At level 3 you learn a ritual that creates a magical and spiritual 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 link yourself to the weapon.
Once you have bonded a weapon to yourself, you can't be disarmed of the weapon unless you are incapacitated, and you can summon it as a free action to your hand from anywhere. this also allows you to throw the weapon extra distance (30 feet before becomes 60 feet now) without needing to reclaim it. and you can wield it telekinetically from up to 15 feet away from you. (or more smartly, you can throw the sword behind someone further away and recall it as a free action to hit them from even further range.)
Adept Spellblade
Beginning at level 7, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. additionally you can make a cantrip attack as an attack action once per turn.
Eldritch Assault
At level 10 your magic has seeped into your blade, causing it to gain increased power. Your weapon attacks not only strike with more finesse due to your practice, your attacks also weaken a creature substantially to elemental damage and magic. When you hit a creature with a weapon attack, it has disadvantage on the next saving throw and or -3 to AC against a spell you cast before the end of your next turn. it also shortly and temporarily negates a creatures resistances to elements. it turns resistance to nothing until the start of your next turn, and it turns immunity to resistance.
does not stack on subsequent hits. but can be re applied on your turn passively by attacking.
Arcane Rampage
You can teleport up to 30 ft. to an unoccupied space you can see for free (free misty step) when you either score a critical hit or use your Action Surge. you can choose to use this either before or after the additional action on action surge. and if you choose not to use it on your turn, it stays until you choose to use it. (or until a long rest)
Master Spellblade
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. this also allows you to cast up to 2 attack cantrips per action as attack actions, and use a utility cantrip as a bonus action.
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