Fighter

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Eldritch Knight Fighter

Support Combat Skills with Arcane Magic

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.

Eldritch Knight Fighter Class Features

As a Eldritch Knight Fighter, you gain the following class features when you reach the specified Fighter levels.

Level 3: Spellcasting (Eldritch Knight)

You have learned to cast spells. See chapter 7 for the rules on spellcasting. 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 (see that class’s section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Fighter level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Eldritch Knight Spellcasting

 —Spell Slots per Spell Level—
Fighter LevelSpells Prepared1234
332
443
543
643
7542
8642
9642
10743
11843
12843
139432
1410432
1510432
1611433
1711433
1811433
19124331
20134331

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells 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. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.

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.

Level 3: War 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. 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 have the Incapacitated condition. 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.

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 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.

Level 15: 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.

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.

Eldritch Knight Spells

As a Eldritch Knight Fighter, you gain the following spells.

Acid Splash

PHB

Blade Ward

PHB

Chill Touch

PHB

Dancing Lights

PHB

Elementalism

PHB

Fire Bolt

PHB

Friends

PHB

Light

PHB

Mage Hand

PHB

Mending

PHB

Message

PHB

Mind Sliver

PHB

Minor Illusion

PHB

Poison Spray

PHB

Prestidigitation

PHB

Ray of Frost

PHB

Shocking Grasp

PHB

Thunderclap

PHB

Toll the Dead

PHB

True Strike

PHB

Alarm

PHB

Burning Hands

PHB

Charm Person

PHB

Chromatic Orb

PHB

Color Spray

PHB

Comprehend Languages

PHB

Detect Magic

PHB

Disguise Self

PHB

Expeditious Retreat

PHB

False Life

PHB

Feather Fall

PHB

Find Familiar

PHB

Fog Cloud

PHB

Grease

PHB

Ice Knife

PHB

Identify

PHB

Illusory Script

PHB

Jump

PHB

Longstrider

PHB

Mage Armor

PHB

Magic Missile

PHB

Protection from Evil and Good

PHB

Ray of Sickness

PHB

Shield

PHB

Silent Image

PHB

Sleep

PHB

Tasha's Hideous Laughter

PHB

Tenser's Floating Disk

PHB

Thunderwave

PHB

Unseen Servant

PHB

Witch Bolt

PHB

Alter Self

PHB

Arcane Lock

PHB

Arcane Vigor

PHB

Augury

PHB

Blindness/Deafness

PHB

Blur

PHB

Cloud of Daggers

PHB

Continual Flame

PHB

Crown of Madness

PHB

Darkness

PHB

Darkvision

PHB

Detect Thoughts

PHB

Dragon's Breath

PHB

Enhance Ability

PHB

Enlarge/Reduce

PHB

Flaming Sphere

PHB

Gentle Repose

PHB

Gust of Wind

PHB

Hold Person

PHB

Invisibility

PHB

Knock

PHB

Levitate

PHB

Locate Object

PHB

Magic Mouth

PHB

Magic Weapon

PHB

Melf's Acid Arrow

PHB

Mind Spike

PHB

Mirror Image

PHB

Misty Step

PHB

Nystul's Magic Aura

PHB

Phantasmal Force

PHB

Ray of Enfeeblement

PHB

Rope Trick

PHB

Scorching Ray

PHB

See Invisibility

PHB

Shatter

PHB

Spider Climb

PHB

Suggestion

PHB

Web

PHB

Animate Dead

PHB

Bestow Curse

PHB

Blink

PHB

Clairvoyance

PHB

Counterspell

PHB

Dispel Magic

PHB

Fear

PHB

Feign Death

PHB

Fireball

PHB

Fly

PHB

Gaseous Form

PHB

Glyph of Warding

PHB

Haste

PHB

Hypnotic Pattern

PHB

Leomund's Tiny Hut

PHB

Lightning Bolt

PHB

Magic Circle

PHB

Major Image

PHB

Nondetection

PHB

Phantom Steed

PHB

Protection from Energy

PHB

Remove Curse

PHB

Sending

PHB

Sleet Storm

PHB

Slow

PHB

Speak with Dead

PHB

Stinking Cloud

PHB

Summon Fey

PHB

Summon Undead

PHB

Tongues

PHB

Vampiric Touch

PHB

Water Breathing

PHB

Arcane Eye

PHB

Banishment

PHB

Blight

PHB

Charm Monster

PHB

Confusion

PHB

Conjure Minor Elementals

PHB

Control Water

PHB

Dimension Door

PHB

Divination

PHB

Evard's Black Tentacles

PHB

Fabricate

PHB

Fire Shield

PHB

Greater Invisibility

PHB

Hallucinatory Terrain

PHB

Ice Storm

PHB

Leomund's Secret Chest

PHB

Locate Creature

PHB

Mordenkainen's Faithful Hound

PHB

Mordenkainen's Private Sanctum

PHB

Otiluke's Resilient Sphere

PHB

Phantasmal Killer

PHB

Polymorph

PHB

Stone Shape

PHB

Stoneskin

PHB

Summon Aberration

PHB

Summon Construct

PHB

Summon Elemental

PHB

Vitriolic Sphere

PHB

Wall of Fire

PHB
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