Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch 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 comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

When you reach 3rd level, you augment your martial
prowess with the ability to cast spells. See chapter 10
for the general rules of spellcasting and here for
the Wizard Spell List.
Cantrips. You learn two cantrips of your choice from
the Wizard Spell List. You learn an additional wizard
cantrip of your choice at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table
shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one o f these
spells, you must expend a slot o f 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 wizard spells of your choice, two o f which
you must choose from the abjuration and evocation
spells on the Wizard Spell List.
The Spells Known column of the Eldritch Knight
Spellcasting table shows when you learn more wizard
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 o f magic.
Whenever you gain a level in this class, you can
replace one of the wizard spells you know with another
spell o f your choice from the wizard 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 8th, 14th,
or 20th level.
Spellcasting Ability. Intelligence is your spellcasting
ability for your w izard spells, since you learn your
spells through study and memorization. You use your
Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier
when setting the saving throw DC for a wizard spell you
cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Eldritch_Knight_Spells.png

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 w eapon must be within your
reach throughout the ritual, at the conclusion o f which
you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you
can’t be disarmed of that w eapon 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 w eapons, but can
summon only one at a time with your bonus action.
If you attempt to bond with a third w eapon, you must
break the bond with one o f 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.

Improved War Magic

Starting at 18th level, when you use your action to
cast a spell, you can make one w eapon attack as a
bonus action.

Eldritch Knight

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