Eldritch Knight Revised

by GrandpaTheGreat

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Eldritch Knight Revised

The Eldritch Knight is a fighter who augments their martial prowes with magic, gleaning techniques of Abjuration and Transmutation from meticulous study of the Arcane.

Spellcasting

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

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 of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know four 1st-level wizard spells: shield, absorb elements, and two other spells of your choice from 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 transmutation 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 of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of 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 transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard 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 Spellcasting Table
Figter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 4 2
4th 2 5 3
5th 2 5 3
6th 2 5 3
7th 2 6 4 2
8th 2 7 4 2
9th 2 7 4 2
10th 3 8 4 3
11th 3 9 4 3
12th 3 9 4 3
13th 3 10 4 3 2
14th 3 11 4 3 2
15th 3 11 4 3 2
16th 3 12 4 3 3
17th 3 12 4 3 3
18th 3 12 4 3 3
19th 3 13 4 3 3 1
20th 3 14 4 3 3 1

Arcane Guardian

Starting at 3rd level, you gain the ability to use shield and absorb elements to protect your allies.

  • Shield may now be cast on an ally within 30 feet as a reaction to the target creature being hit by an attack

  • Absorb elements may now be cast on an ally within 30 feet as a reaction to the target creature taking acid, cold, fire, lightning, or thunder damage

Elemental Bond

At 7th level, you gain the ability to cast Weapon Bond as a ritual. While bonding, you can choose to change each Weapon’s damage type to acid, cold, fire, lightning, or thunder (your choice) until you cast the ritual again, dismiss the effect as an action, or another creature wields it.

Eldritch Strike

As per the PHB

Arcane Charge

As per the PHB

Mystic Aegis

At 18th level, you learn a special way of casting shield and absorb elements. Using this feature, you can cast shield or absorb elements at 1st level without consuming a spell slot, empowering the spell with the following benefits.

  • The target is granted temporary hit-points equal to 2d10 plus triple your Intelligence modifier (Minimum of 1)

  • All hostile creatures within 10 feet of the target take the same amount in your weapon bond damage type

Once you use this feature, you can’t use it again until you finish a long rest.

Weapon Bond

2nd Level Transmutation (Ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (The Weapon you cast this on)
  • Duration: Instantaneous

You perform a ritual to create a magical bond between yourself and up to two weapons. The weapon must be within your reach throughout the casting, 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. 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 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.

Art Source

Samarskiy. "Magic Sign." DeviantArt. Accessed March 30, 2019. Link source

 

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