Eldritch Knight Archetype

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 armour and also allowing them to engage many foes at once with explosive magic.

 

3rd Level: Spellcasting

You augment your martial prowess with the ability to cast spells.

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

Spell Points. The Eldritch Knight Spellcasting table shows how many Spell Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You regain all expended Spell Points when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from the Arcane spell list equal to your Intelligence modifier + a third of your fighter level (rounded down; minimum of one spell). The spells must be of a level for which you have access to.

Changing your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there. Preparing a new list of spells takes time: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Intelligence is your spellcasting ability for the spells you cast with this subclass, since you learn your spells through dedicated study and memorization.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with this subclass.

Eldritch Knight Spellcasting
Fighter Level
Cantrips
Spell Points
Max Spell Level
3rd
2
2
1st
4th
2
3
1st
5th
2
3
1st
6th
2
3
1st
7th
2
8
2nd
8th
2
8
2nd
9th
2
8
2nd
10th
3
10
2nd
11th
3
10
2nd
12th
3
10
2nd
13th
3
16
3rd
14th
3
16
3rd
15th
3
16
3rd
16th
3
19
3rd
17th
3
19
3rd
18th
3
19
3rd
19th
3
23
4th
20th
3
23
4th

3rd Level: Weapon Bond

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 have the Incapacitated condition. 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 can summon only one at a time with your Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

6th Level: Eldritch Strike

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.

6th Level: 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 Arcane cantrips that has a casting time of an action.

10th Level: Arcane Charge

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.

14th Level: 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 Arcane spells that has a casting time of an action.