Fighter
Base Class: Fighter

 

An Eldritch Knight is a rare breed of warrior — one who has walked both the bloody fields of war and the silent halls of arcane study. Where most fighters rely on strength and steel alone, the Eldritch Knight wields a blade tempered by magic, shaping the flow of battle with both martial precision and mystical force. They are tacticians of the mind and body, equally at home in a duel of swords or a clash of wills.

Forged through discipline and obsession, these warriors seek knowledge not for idle curiosity, but to sharpen their edge and endure the ever-shifting tides of combat. Some were once squires who pored over spellbooks by candlelight; others are battle mages who traded robes for armor, learning to cast spells in the thick of melee. Every Eldritch Knight is a paradox — a scholar who bleeds, a soldier who studies, a war-mage who blends art with annihilation.

Their training allows them to channel protective wards mid-strike, unleash flame or force from the tip of a weapon, and move across the battlefield like a living storm of steel and sorcery. When a traditional warrior is caught by a fireball, the Eldritch Knight conjures a shield of force. When a mage would be overwhelmed by a charging brute, the Eldritch Knight meets the charge with blade in hand and magic crackling at their fingertips.

Whether serving as arcane champions of great kingdoms, lone wanderers seeking lost spells of war, or vengeful spellblades carving a path through the enemies of their order, Eldritch Knights are defined by one truth: to master the art of war is to master all its tools — both ancient and arcane.

Level 3: Improved Critical/Arcane Armament

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

War Magic: When you take the Attack action, you can cast a cantrip as a bonus action.

Weapon Bond: As normal, but it now allows you to ignore the Somatic component of spells when holding a bonded weapon.

Level 3: Remarkable Athlete

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

Level 7: Additional Fighting Style/Arcane Shield

You gain another Fighting Style feat of your choice.

When you are hit by an attack, you can use your reaction to expend a spell slot to reduce the damage. The reduction equals 5 × the level of the spell slot expended.

Additionally, you can now cast Mage Armor and Shield, once per long rest

Level 10: Heroic Warrior/Improved War Magic

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
When you use your action to cast a spell, you can make one weapon attack as a bonus action.

Level 15: Superior Critical/Spell Singer

Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.

Your spells are harder to resist:

You gain a bonus to your spell save DC and spell attack rolls equal to half your proficiency bonus (rounded down).

You ignore the somatic and material components of spells from the Evocation or Abjuration school.

Level 18: Survivor/ Arcane Mastery

You attain the pinnacle of resilience in battle, giving you these benefits.

Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.

Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.

Choose two 6th-level wizard spells. You can cast each of them once per long rest without expending a spell slot. These count as Eldritch Knight spells for you.

You also add a third bonded weapon.