Base Class: Fighter
The archetypal Eldritch Sorcerer Knight combines the martial mastery common to all fighters with innate magical abilities from within of the sorcerer. Eldritch Sorcerer Knights use magical techniques similar to those of the Sorcerers but slightly weaker in meta magic and no sorcerer points, but to make up for it the Eldritch Sorcerer Knight gets more spell slots and access to the 5th spell level. Since they can't use sorcery points they are able to cast their spells with a bonus action a limited amount of times. Summon reactive familiar interceptors, gain their own set of spell list as they level that don't count towards their spell list.
- Due to the site hardcoded limitations. " You can't add spellcasting to a non-spellcasting class from within the subclass builder. You would have to copy an existing subclass (say EK or Arcane Trickster) and modify that. You won't be able to build a fighter subclass that does spellcasting beyond what the EK can do. Which includes spell level. Spell list, maybe. Spell level and spell slots, no as that's based on the hardcoded spell slots progression."
Source Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn four cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level.
Spell Slots
The Eldritch Sorcerer Knight Spellcasting table shows how many spell slots you have to cast your Sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s 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 have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice.
The Spells Known column of the Eldritch Sorcerer Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells 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.
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.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcery spells since you learn your spells through deep meditation drawing out your potential from within. 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
Eldritch Sorcerer Knight Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
||||
|---|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
5th |
|||
|
3rd |
4 |
3 |
3 |
— |
— |
— |
— |
|
4th |
4 |
3 |
3 |
— |
— |
— |
— |
|
5th |
4 |
4 |
3 |
3 |
— |
— |
— |
|
6th |
4 |
4 |
4 |
3 |
— |
— |
— |
|
7th |
4 |
5 |
4 |
3 |
— |
— |
— |
|
8th |
4 |
6 |
4 |
3 |
1 |
— |
— |
|
9th |
4 |
6 |
4 |
4 |
2 |
1 |
— |
|
10th |
4 |
7 |
5 |
4 |
2 |
2 |
— |
|
11th |
4 |
8 |
5 |
4 |
3 |
2 |
1 |
|
12th |
4 |
8 |
5 |
4 |
3 |
3 |
2 |
|
13th |
4 |
9 |
5 |
5 |
4 |
3 |
2 |
|
14th |
4 |
10 |
5 |
5 |
4 |
3 |
3 |
|
15th |
5 |
10 |
5 |
5 |
5 |
4 |
3 |
|
16th |
5 |
11 |
5 |
5 |
5 |
4 |
3 |
|
17th |
5 |
11 |
5 |
5 |
5 |
4 |
3 |
|
18th |
5 |
11 |
5 |
5 |
5 |
5 |
4 |
|
19th |
5 |
12 |
5 |
5 |
5 |
5 |
4 |
|
20th |
5 |
13 |
5 |
5 |
5 |
5 |
5 |
Singular MetaMagic
At the 3rd level, You are able to choose one meta magic spell effect from the list and use it many times equal to your spellcasting modifier instead of using sorcery points. Once you use up all uses you can't use this feature again until after a long rest.
You get only one MetaMagic choice but you can change your choice after a short rest or long rest.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. When you cast a spell that has a range of touch, you can make the tough range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
Extend Spell
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
Heighten Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 uses to give one target of the spell disadvantage on its first saving throw made against the spell.
Quicken Spell
When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
Seeking Spell
If you make an attack roll for a spell and miss, you can reroll the d20, and you must use the new roll.
Subtle Spell
When you cast a spell, you can cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of uses equal to the spell’s level to target a second creature in range with the same spell
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Source Magic
when you use your action to make a melee attack, you can cast one melee cantrip or touch spell as a bonus action.
Shrike Defender Blades
At 10th level, As a reaction. You can summon a number of magic familiar-like weapons that mirror your main hand weapon. The number of familiars summoned equal to your spellcasting modifier. These blades will fly to intercept any magical or physical attack defending you or a creature that you can see that is within 60ft. To reduce the attack’s damage by rolling your weapon damage die + your CHA Modifier. The total number reduces the damage of the enemy’s attack and the blade disappears. These blades naturally emit natural light of 60ft. and can remain active for 8 hours as well as fly out and around 60ft from the Eldritch Sorcerer Knight to light up light sources for 8 hours and disappear after doing so. Eldritch Sorcerer Knight can deactivate unused blades to use later but can only summon the remaining number of blades not used. Once all blades have been used you can’t use this ability again until after a long rest.
Attuned to the Elements
At 15th level, Your inner power awakens as a natural aura making you immune to environmental weather effects such as hot, cold, wet, and strong winds.
Shrike Arsenal Barrage
Starting at 18th level, The Eldritch Sorcerer Knight can summon double the amount of the Shrike Defenders Blades can summon. The Eldritch Sorcerer Knight can freely use the blades to intercept attacks or use all the blades to attack and hit every enemy creature dealing Force damage that you can see within 60 ft. as a reaction. When all the blades are used you can not use this ability again until after a short rest.
Previous Versions
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