Fighter
Base Class: Fighter

Wild Blades are ferocious warriors, who wield martial weapons tinged with magic. Wild Blades often suppressed their natural abilities, whether fearing their abilities or because of parental bias, they allowed these forces to grow unchecked within their being with little to no training, ultimately allowing them to burst forth in wild and unpredictable ways.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Chapter 10 (PHP) for the general rules of spellcasting and chapter 11 (PHP) for the sorcerer spell list.

  • You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer spell list at 10th level.
  • Spell Slots. The Wild Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of 1st 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 you have a 1st-level spell slot and a 2nd-level spell slot available, you can cast shield using either spell slot.

  • Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from abjuration and evocation spells on the sorcerer spell list.

   The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more sorcerer 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 sorcerer spells you know with another spell of your choice from the sorcerer 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. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Wild Magic Surge

Starting when you choose this origin at 3rd level, you spell casting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you case a sorcerer spell of 1st-level or higher. If you roll a 1 through 3, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts its full duration.

Tides of Chaos

Starting at 3rd level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. This effect can be stacked with Wild Magic Surge.

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 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 20 feet to an unoccupied space you can see when you use your action surge. You can teleport before or after the addition 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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