Fighter
Base Class: Fighter

It's Eldritch Knight, but Druidic.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Druid spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Druid spell list.

When you reach Fighter level 10, you learn another Druid cantrip of your choice.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Eldritch Knight Spellcasting
  —Spell Slots per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Druid 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 five Druid spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Druid spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use an Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 3: Weapons of Nature

You learn a minor version of the Wild Shape ability, which you can use to form a natural weapon. When you make an Unarmed Strike, you can deal your choice of Bludgeoning, Piercing or Slashing damage. When you have this feature active, your Unarmed Strikes get the Topple property.

In addition, whenever you cast Shillelagh, you can give your Unarmed Strikes the spell's effects. 

Finally, you learn to speak and read Druidic.

Level 7: War Magic

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

Level 10: Brand of the Venator

Your spells mark a creature as your prey. When you damage a creature with a spell, you have Advantage on your next weapon attack roll made against that creature until the end of your next turn.

Level 15: Regrowth

When you use Second Wind, you can choose a number of creatures up to your Wisdom modifier (minimum of 1) that you can see within 30 feet of yourself. The chosen creatures regain the same number of Hit Points as you do.

Level 18: Improved War Magic

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Druid spells that has a casting time of an action.

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