Fighter
Base Class: Fighter

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Other, less common examples avoid the tedious study and practice of magical techniques that wizards use by making deals with otherworldly entities. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant a Pact Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a small number of spells, but maintain that the higher power offsets the difference.

(Right now there's no way to change spell slots other than full and half caster, so the spell slots in the character sheet won't be right. It should follow the table.)

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 in the Player's Handbook for the Warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Pact Magic table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.

To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Pact Magic table shows when you learn more warlock spells of your choice of 1st level and higher. Each of these spells must be an abjuration or evocation spell of your choice. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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

Pact Magic

Fighter LEVEL

CANTRIPS
KNOWN

SPELLS
KNOWN

SPELL
SLOTS

SLOT
LEVEL

3rd

2

2

1

1st

4th

2

2

1

1st

5th

2

3

2

1st

6th

2

3

2

1st

7th

2

4

2

2nd

8th

2

4

2

2nd

9th

2

5

2

2nd

10th

3

5

2

2nd

11th

3

6

2

2nd

12th

3

6

2

2nd

13th

3

7

2

3rd

14th

3

7

2

3rd

15th

3

8

2

3rd

16th

3

8

2

3rd

17th

3

9

2

3rd

18th

3

9

2

3rd

19th

3

10

2

4th

20th

3

11

2

4th

Weapon Bond

At 3rd level, you learn a ritual that creates a magical 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 touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

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.

Soul Syphon

When you reach 18th level, you learn to sacrifice the souls of powerful foes to your dark patron in exchange for immediate power. When you reduce a creature to 0 hit points with an attack, kill the creature, and they have a challenge rating of 15 or above, you recover an expended spell slot.

Previous Versions

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