Base Class: Fighter
At 3rd level you have become a Eldritch knight but you have also become worthy enough to attract the service of a Squire who wishes to learn from your example and share in your glory. It rolls for initiative like any other creature, but you determine its actions by using your bonus action to verbally give it commands. If you are incapacitated or absent your squire acts on its own. As the Squires lord, you are honor bound to provide for its needs and wellbeing. In addition to supplying it with arm’s and armor, you are expected to provide provisions and shelter.
1st Lvl: Proficiencies x2
2nd Lvl: Fighting Style, Second Wind, Action Surge.
3rd Lvl: Martial Archetype & Squire, Spellcasting, Weapon Bond
4th Lvl: Ability Score X2, Feat
5th Lvl: Extra Attack
6th Lvl: Ability Score x2, Feat
7th Lvl: War Magic, Hand of the Lord (Squire)
8th Lvl: Ability Score x3, Feat
9th Lvl: Indomitable
10th Lvl: Eldritch Strike
11th Lvl: Extra Attack
12th Lvl: Ability Score x2, Feat
14th Lvl: Ability Score x1, Feat
15th Lvl: Arcane Charge, Miracle Worker (SSquire)
16th Lvl: Ability Score x1, Feat
18th Lvl: Improved War Magic, Masterful Service (Squire)
19th Lvl: Ability Score x1, Feat
20th Lvl: Extra Attack
Spell Casting
You can cast known wizard spells using Int as your spellcasting Mod ( spell dc 10, spell attacks +2 ).
Weapon Bond
You can perform a 1 hour ritual to create a magical bond between yourself and one weapon. Once completed, you can’t be disarmed of the weapon unless you are incapacitated, and you can summon it as a bonus action to your hand (if it’s on the same plane of existence). You can have up to two bonded weapons.
Squire
At 3rd level, you’ve become worthy enough to attract the service of a Squire who wishes to learn from your example and share in your glory. It rolls for initiative like any other creature, but you determine its actions by verbally giving it commands. If you are incapacitated or absent your squire acts on its own. As your squire’s lord, you are honor bound to provide for its needs and wellbeing. In addition to supplying it with arms and armor, you are expected to provide provisions and shelter as well as a stipend of 3GP each week.
Hand of the Lord
Starting at 7th level your squire becomes an invaluable asset on the battlefield. As long as your squire is within 10 feet of you it gains the following abilities.
: Defend the Lord- When a creature the squire can see attacks you and your squire is within 5 feet of you, it can use its reaction to impose disadvantage on the attack roll. The squire must be wielding a shield to use this ability.
: Coupe de Grace- The squire quickly dispatches fallen foes. When the squire makes a melee attack against a prone target that is within 10 feet of you, if the attack hits it, it is automatically a critical hit. You may reroll the damage dice and use either total.
Battle - Hardened Bond
Starting at 10th level as long as your squire is within 10 feet of you it becomes resistant to all non-magical damage and has advantage on all saving throws.
Masterful Service
Starting at 18th level, when the squire uses the help action in combat, all attack rolls against any targets within 10 feet of the squire are made with advantage until the squires next turn.
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.
Eldritch Strike
At 10th level, 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
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.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
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