Eldritch Knight v2.0.0 #
Spellcasting (2) #
- You have learned to cast spells. The information below details how you use those rules as an Eldritch Knight.
- Cantrips. You know two Cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter Level, you can replace one of these Cantrips with another Cantrip of your choice from the Wizard spell list.
- Spell Slots. The Eldritch Knight Spellcasting Table shows how many spell slots you have to cast your 1st level and higher spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of 1st level & higher. You prepare the list of spells 1st level & higher spells that are available for you to cast with this feature. The number of spells on your list increases as you gain Fighter Levels, as shown in the Spells Prepared column of the Eldritch Knight Spellcasting Table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots.
- Changing your Prepared Spells. Whenever you gain a Fighter Level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
- Spellcasting Ability. Intelligence is your Spellcasting Ability for your Wizard spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Eldritch Knight Spellcasting Table #
Level |
Spells Prepared |
1st |
2nd |
3rd |
4th |
Level |
Spells Prepared |
1st |
2nd |
3rd |
4th |
1st |
— |
— |
— |
— |
— |
11th |
8 |
4 |
3 |
— |
— |
2nd |
2 |
2 |
— |
— |
— |
12th |
8 |
4 |
3 |
— |
— |
3rd |
3 |
2 |
— |
— |
— |
13th |
9 |
4 |
3 |
2 |
— |
4th |
4 |
3 |
— |
— |
— |
14th |
10 |
4 |
3 |
2 |
— |
5th |
4 |
3 |
— |
— |
— |
15th |
10 |
4 |
3 |
2 |
— |
6th |
4 |
3 |
— |
— |
— |
16th |
11 |
4 |
3 |
3 |
— |
7th |
5 |
4 |
2 |
— |
— |
17th |
11 |
4 |
3 |
3 |
— |
8th |
6 |
4 |
2 |
— |
— |
18th |
11 |
4 |
3 |
3 |
— |
9th |
6 |
4 |
2 |
— |
— |
19th |
12 |
4 |
3 |
3 |
1 |
10th |
7 |
4 |
3 |
— |
— |
20th |
13 |
4 |
3 |
3 |
1 |
Eldritch Bond (2) #
- 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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
- 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, causing it to teleport instantly to your hand.
- You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
- In addition your Bonded Weapon counts as an Arcane Spellcasting focus which you can use to cast your Wizard spells.
Eldritch Sheathe (2) #
- As part of the Bonus Action you use to summon your Bonded Weapon, or as a Bonus Action on subsequent turns, you can expend a Spell Slot of 1st Level or higher to coat your Bonded Weapon in your choice of Cold, Fire, Force, or Lightning Damage which lasts for 1 minute, or until after your next Attack Action.
War Magic (7) #
- 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.
- Dev Note: Action Surge does not prevent you from casting a spell in this way.
Improved War Magic (10) #
- When you take the Attack Action on your turn, you can replace two of the Attacks with a casting of one of your Wizard spells that has a casting time of an Action.
Eldritch Strike (15) #
- You learn how to make your weapon strikes undercut a Creature’s ability to withstand your spells. When you hit a Creature with an attack using a weapon, that Creature has disadvantage on the next Saving Throw it makes against a spell you cast before the end of your next turn.
- In addition if you used Eldritch Sheathe on your Bonded Weapon, then Attacks you make with that weapon release a 30-foot cone dealing 2d8 damage — of the type selected in your Eldritch Sheathe feature — to targets inside the cone.
Arcane Charge (18) #
- When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional Action.
- In addition if you used Eldritch Sheathe on your Bonded Weapon, you gain an effect based on the Damage Type selected in the Eldritch Sheathe feature, this effect lasts for 1 minute, or until you select a different Damage Type using your Eldritch Sheathe feature.
Cold #
- You gain a +4 to your AC as the coating of Cold magic surrounding your weapon spreads over your armour.
Fire #
- You gain a wreath of flame the surges to retaliate against foes who strike you. When a Creature within 60 feet of you hits you with an Attack, you can use your Reaction to cause that Creature to take 5d10 Fire Damage.
Force #
- You launch wave-like projectiles with the swings of your blade, your Bonded Weapon can be used to make Melee Attacks with a range of 60 feet that deal an extra 3d12 Force Damage.
Lightning #
- Your movement speed increases by 30 feet, and the distance you can teleport when using your Action Surge increases to 120 feet.