{"name":"Fighter(Eldritch Knight)","overview":"","hitdice":"d10","hitpointsfirstlevel":"10 + Con","hitpointsathigherlevels":"1d10 ( or 6 ) + Con","armorproficiencies":"All armors, shields","weaponproficiences":"Simple weapon, martial weapon","tools":"None","savingthrows":"Strenght, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.","equipment":"\r\n[table]\r\n[tr]\r\n[td]chain mail, longbow, and 20 arrows[\/td]\r\n[td]or[\/td]\r\n[td]leather, longbow, and 20 arrows[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]a martial weapon and a shield[\/td]\r\n[td]or[\/td]\r\n[td]two martial weapons[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]light crossbow and 20 bolts[\/td]\r\n[td]or[\/td]\r\n[td]two handaxes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]a dungeoneer's pack[\/td]\r\n[td]or[\/td]\r\n[td]an explorer's pack[\/td]\r\n[\/tr]\r\n[\/table]\r\n","spellcasting":"\r\n[table]\r\n[tr]\r\n[td]Fighter Level[\/td]\r\n[td]Cantrips Known[\/td]\r\n[td]Spells Known[\/td]\r\n[td]1st[\/td]\r\n[td]2nd[\/td]\r\n[td]3rd[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Cantrips[\/b]\r\nYou learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.\r\n\r\n[b]Spell Slots[\/b]\r\nThe 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.\r\n\r\nFor 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.\r\n\r\n[b]Spells Known of 1st Level and Higher[\/b]\r\nYou 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.\r\n\r\nThe 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.\r\n\r\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\r\n\r\nWhenever 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.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nIntelligence 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.\r\n[table]\r\n[tr]\r\n[td][b]Spell save DC = 8 + your proficiency bonus + your Intelligence modifier[\/b][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][b]Spell attack modifier = your proficiency bonus + your Intelligence modifier[\/b][\/td]\r\n[\/tr]\r\n[\/table]\r\n","features":"[b]Fighting Style[\/b]\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n\u2022 Archery\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n\u2022 Close Quarters Shooter (UA)\r\nWhen making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.\r\n\r\n\u2022 Defense\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n\u2022 Dueling\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n\u2022 Great Weapon Fighting\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n\u2022 Mariner (UA)\r\nAs long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.\r\n\r\n\u2022 Protection\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n\u2022 Tunnel Fighter (UA)\r\nAs a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.\r\n\r\n\u2022 Two-Weapon Fighting\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[b]Second Wind[\/b]\r\nYou 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.\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n[b]Action Surge[\/b]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.\r\nOnce 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.\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\n[b]Indomitable[\/b]\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.","subclasses":"[b]Weapon Bond[\/b]\r\nAt 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.\r\nOnce 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.\r\nYou 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.\r\n\r\n[b]Spellcasting[\/b]\r\nWhen you reach 3rd level, you augment your martial prowess with the ability to cast spells.\r\n\r\n[b]War Magic[\/b]\r\nBeginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.\r\n\r\n[b]Eldritch Strike[\/b]\r\nAt 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.\r\n\r\n[b]Arcane Charge[\/b]\r\nAt 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.\r\n\r\n[b]Improved War Magic[\/b]\r\nStarting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.","tabledata":"","tags":"fighter, PHB, class","isShared":"on","templateId":"25","blockId":"297405"}