Eldritch Knight - School Specialization

by Enaluxeme

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Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic. The choice of their school specialization greatly characterizes these warriors, expanding their arsenal in unique ways: abjuration spells grant an Eldritch Knight additional protection in battle, conjuration spells increase mobility and versatility, divination spells give insight into an Eldritch Knight's foes before and during battle, enchantment spells give clever warriors a way to influence others to either avoid or seek confrontation, evocation spells deal damage to many foes at once, extending the fighter’s reach in combat, illusion spells trick others and mask an Eldritch Knight's true form, necromancy spells make their users more resilient to wounds and can even offer disposable allies, and transmutation spells alter matter, and even the flow of time. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

School Specialization

When you take this archetype at 3rd level, you choose two of the eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

This choice has an effect on your spellcasting feature, as well as on features you gain at 3rd and 15th level.

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.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level wizard spells of your choice, two of which must be from either of your chosen schools of magic.

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 from one of your chosen schools, 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.

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

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 from one of your chosen schools, 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

Weapon Bond

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 gain powers associated to the weapon based on your choice of magic schools. You can use these special powers as a bonus action.

Abjuration. You gain a +1 bonus to AC and saving throws until the start of your next turn, or until you let go of the weapon.

Conjuration. You can't be disarmed of the bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can summon the bonded weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Divination. The next time you make an attack with the bounded weapon, roll a d4 and add the number rolled to the attack roll.

Enchantment. The next creature you hit with the bonded weapon during this turn must make a Wisdom saving throw. On a failure, that target has disadvantage on any attack roll that isn't against you until the start of your next turn.

Evocation. The next time you hit a creature with the bonded weapon during this turn, the attack deals an extra 1d6 cold, fire, or lightning damage (your choice) to the target.

Illusion. The next creature you miss with an attack made with the bounded weapon must make an Intelligence saving throw against your spell save DC or take 1d6 psychic damage.

Necromancy. The next creature you hit with the bonded weapon during this turn must make a Constitution saving throw. On a failure, that target must roll a 1d4 the first time it makes an ability check, saving throw, or Attack roll that involves Strength or Dexterity until the start of your next turn, and subtract the number rolled from the ability check, saving throw or Attack roll.

Transmutation. Until the start of your next turn, when you make an attack using your bounded weapon you don't make an attack roll. Instead the target must make a Dexterity saving throw against your spell save DC or suffer the normal damage they would take from an attack made with that weapon.

You can have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike

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.

Arcane Power

At 15th level, you learn new ways to improve your fighting moves with your magic. These improvements are based on your choice of magic schools.

Abjuration. When you use your Indomitable feature, you instead automatically succeed on your saving throw.

Conjuration. You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge feature. You can teleport before or after the additional action.

Divination. After you've used your Indomitable feature, you have advantage on saving throws caused by the same effect for the next 24 hours.

Enchantment. When you use your Second Wind feature, choose any number of creatures within 30 feet of you. Each of these creatures must make a Wisdom saving throw against your spell save DC or be charmed by you until the end of your next turn or until you do anything harmful to it.

Evocation. When you cast a spell that deals damage using the additional action granted by your Action Surge feature, you can cause the spell to deal maximum damage, instead of rolling.

Illusion. When you use your Second Wind feature, you become invisible until the end of your next turn or until you make an attack or cast a spell.

Necromancy. When you use your Second Wind feature, you also gain temporary hit points equal to the amount rolled.

Transmutation. When you use your Action Surge feature, your speed increases by 10 feet until the end of your turn and you also gain an additional bonus action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Art Source

  • Fiendslayer Paladin by Wesley Burt http://coolvibe.com/2013/fantasy-art-fiendslayer-paladin/
 

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