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Eldritch Knight Fighter

HIT POINTS
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 +your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) +your Constitution modifier per fighter level after 1st

PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight,
Intimidation, Perception, and Survival

FIGHTER 1 FEATURES

FIGHTING STYLE

TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of
the second attack.

SECOND WIND
You have a limited well of stamina that you can draw on to protect yourself from harm. On your
turn, you can use a bonus action to regain hit points equal to 1d10 +your fighter level. Once you
use this feature, you must finish a short or long rest before you can use it again.

FIGHTER 2 FEATURES

ACTION SURGE
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your
turn, you can take one additional action. Once you use this feature, you must finish a short or
long rest before you can use it again. Starting at 17th level, you can use it twice before a rest,
but only once on the same turn.

FIGHTER 3 FEATURES

MARTIAL ARCHETYPE (Eldritch Knight)


At 3rd level, you choose an archetype that you strive to emulate in your combat styles and
techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the
class description. The archetype you choose grants you features at 3rd level and again at 7th,
10th, 15th, and 18th 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. To cast one of your wizard spells of 1st level and higher, 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 you must choose from the abjuration and evocation spells on 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 evocation 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 evocation 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


Level Cantrips Known Spells Known 1st

3rd 2: MOLD EARTH, 3: EARTH TREMOR, 2


SHAPE WATER FROST FINGERS,
THUNDERWAVE

4th 2 +0 =2: – 3 +1 =4: BURNING 3


HANDS

BURNING HANDS
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots
forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity
saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a
successful one. The fire ignites any flammable objects in the area that aren't being worn or
carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level above 1st.

EARTH TREMOR
1st-level evocation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must
make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and
is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain
until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level above 1st.

FROST FINGERS
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must
make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much
damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being
worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level above 1st.

MOLD EARTH
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot
cube. You manipulate it in one of the following ways:

● If you target an area of loose earth, you can instantaneously excavate it, move it along
the ground, and deposit it up to 5 feet away. This movement doesn't involve enough
force to cause damage.
● You cause shapes, colors, or both to appear on the dirt or stone, spelling out words,
creating images, or shaping patterns. The changes last for 1 hour.
● If the dirt or stone you target is on the ground, you cause it to become difficult terrain.
Alternatively, you can cause the ground to become normal terrain if it is already difficult
terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous
effects active at a time, and you can dismiss such an effect as an action.

SHAPE WATER
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
● You instantaneously move or otherwise change the flow of the water as you direct, up to
5 feet in any direction. This movement doesn't have enough force to cause damage.
● You cause the water to form into simple shapes and animate at your direction. This
change lasts for 1 hour.
● You change the water's color or opacity. The water must be changed in the same way
throughout. This change lasts for 1 hour.
● You freeze the water, provided that there are no creatures in it. The water unfreezes in 1
hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous
effects active at a time, and you can dismiss such an effect as an action.

THUNDERWAVE
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating
from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder
damage and is pushed 10 feet away from you. On a successful save, the creature takes half as
much damage and isn't pushed. In addition, unsecured objects that are completely within the
area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level above 1st.

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 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.

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