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Eldritch Knight

Eldritch Knight

Eldritch Knight's Training.


Some Knights prefer to, instead of focusing on the traditional spellcasting elements o the arcane, utilize magic to enhance their combat movements and develop new techniques to strike in conjunction of magic. They latch their spirits to a weapon and use it to channel their arcane power into powerful strikes to defeat their foes, or to create protection magic to enhance their durability.


Level 3 Features:


Combat Spellcasting.


When you reach 3rd level, you augment your martial prowess with the ability to cast spells.


Fighter LevelCantripsSpells KnownLevel 1 SlotsLevel 2 SlotsLevel 3 SlotsLevel 4 Slots
1------
2------
3232---
4243---
5243---
6243---
72542--
82642--
92642--
103743--
113843--
123843--
1339432-
14310432-
15310432-
16311433-
17311433-
18311433-
193124331
203134331

Unleash Incarnation.


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. The bonded weapon serves as a spellcasting focus for your wizard spells and you can perform the somatic components of your wizard spells with the hand that you are holding it. Additionally, while you are holding your bonded weapon, as a bonus action, you can enter a War Mage Stance, which lasts for one minute or until you lose concentration (as if you were concentrating on a spell). While this stance is active, once on your turn, you can add your half your intelligence modifier (rounded down) to a weapon attack.
If you are not holding a bonded weapon at the end of your turn, this stance ends.


Level 7 Feature:


War Magic.


Beginning at 7th level, when you use your action to take the attack action, you can replace one of the attacks with a cantrip.


Level 10 Feature:


Arcane Opening.


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.


Level 15 Feature:


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.


Level 18 Feature:


Battle Magics.


At 18th level, you can make the most of arcane energy to enhance your movement and strikes. Whenever you spend a spell slot you can teleport a number of feet equal to ten times the level of the spell slot spent as a free action.
Additionally, when you hit a creature with a weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 4d10.





 

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