Fighters

Eldritch Knight

Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.

Level 3: Spellcasting

You have learned to cast Wizard spells, using the Spellcasting rules described for Eldritch Knights in the Player's Handbook.

Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list. When you reach level 10 in this class, you learn another Wizard cantrip of your choice.

Level 3: War Bond

You can perform a 1 hour ritual during a Short Rest to bond with a weapon within your reach that no other creature is bonded or attuned to. You can have up to two bonded weapons. If you try to bond with a third weapon, you must break one of your bonds.

You can use a bonded weapon as a spellcasting focus, and can perform Somatic components while holding a bonded weapon. Your bonded weapons cannot be disarmed from you unless you are Incapacitated, and y. You cannot be made to drop your bonded weapons by magic.

As a Bonus Action you can teleport one or both bonded weapons into your available hands if they are on the same plane of existence as you.

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: Eldritch Assault

When you reach Fighter level 10 in this subclass, you gain your choice of either Eldritch Strike or Eldritch Smite.

*Eldritch Smite. Once per turn when you hit a creature with one of your bonded weapons, you can expend a spell slot to deal an extra 1d8 Force damage to the target, plus 1d8 per level of the spell slot. If you expend a 3rd level or higher spell slot, you can also give the target the Prone condition if it is Huge or smaller.

*Eldritch Strike. 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.

Level 15: Arcane Charge

When you use your Action Surge you can teleport up to 30 feet to an unoccupied space you can see, before or after the additional action.

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 Wizard spells that has a casting time of an action.