{"name":"Fighter (Eldritch Knight)","overview":"\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L1]1[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#C11]Fighting Style[\/url], [url:#C12]Second Wind[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L2]2[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#C21]Action Surge (x1)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L3]3[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#Info]Martial Archetype : Eldritch Knight[\/url], [url:#Spellcasting]Archetype Feature : Spellcasting[\/url], [url:#S31]Archetype Feature : Weapon Bond[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L4]4[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L5]5[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#C51]Extra Attack (x1)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L6]6[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L7]7[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#S71]Archetype Feature : War Magic[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L8]8[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L9]9[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#C91]Indomitable (x1)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L10]10[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#S101]Archetype Feature : Eldritch Strike[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L11]11[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#C51]Extra Attack (x2)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L12]12[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L13]13[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#C91]Indomitable (x2)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L14]14[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L15]15[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#S151]Archetype Feature : Arcane Charge[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L16]16[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L17]17[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#C21]Action Surge (x2)[\/url], [url:#C91]Indomitable (x3)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L18]18[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#C181]Archetype Feature : Improved War Magic[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L19]19[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L20]20[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#C51]Extra Attack (x3)[\/url][\/td]\r\n[\/tr]\r\n[\/table]\r\n","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifer","hitpointsathigherlevels":"[roll:1d10!<=2]+your Constitution modifier per Fighter level after 1st (minimum of 2 on the roll)","armorproficiencies":"All armor, Shields","weaponproficiences":"Simple Weapons, Martial Weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.","equipment":"[ul]\r\n[li](a) chain mail or (b) leather, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer's pack or (b) an explorer's pack[\/li]\r\n[\/ul]\r\n","spellcasting":"[h2|Spellcasting]Spellcasting[\/h2]\r\nWhen you reach 3rd level, you augment your martial prowess with the ability to cast spells.\r\n\r\n[h3]Cantrips[\/h3]\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[h3]Spell Slots[\/h3]\r\nThe [url:#SpellTable]Eldritch Knight Spellcasting table[\/url] 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\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[h3]Spells Known of 1st Level and Higher[\/h3]\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\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[h3]Spellcasting Ability[\/h3]\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[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Intelligence modifier\r\n\r\n[h3|SpellTable]Eldritch Knight Spellcasting Table[\/h3]\r\n[table]\r\n[tr]\r\n[th]Eldritch Knight Spellcasting[\/th]\r\n[th][\/th]\r\n[th][\/th]\r\n[th]Spell Slots per Spell Level[\/th]\r\n[th][\/th]\r\n[th][\/th]\r\n[th][\/th]\r\n[\/tr]\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]2[\/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","features":"[h1|L1]Level 1[\/h1]\r\n[h2|C11]Fighting Style[\/h2]\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. Fighting Styles from TCoE are included.\r\n\r\n[ul]\r\n[li][b]Archery.[\/b] You gain a +2 bonus to attack rolls you make with ranged weapons.[\/li]\r\n[li][b]Blind Fighting.[\/b] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn\u2019t behind total cover, even if you\u2019re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.[\/li]\r\n[li][b]Defense.[\/b] While you are wearing armor, you gain a +1 bonus to AC.[\/li]\r\n[li][b]Dueling.[\/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.[\/li]\r\n[li][b]Great Weapon Fighting.[\/b] When 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.[\/li]\r\n[li][b]Interception.[\/b] When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.[\/li]\r\n[li][b]Protection.[\/b] When 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.[\/li]\r\n[li][b]Superior Technique.[\/b] You can learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver\u2019s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.[\/li]\r\n[li][b]Thrown Weapon Fighting.[\/b] You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.[\/li]\r\n[li][b]Two-Weapon Fighting.[\/b] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.[\/li]\r\n[li][b]Unarmed Fighting.[\/b] Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren\u2019t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.[\/li]\r\n[\/ul]\r\n\r\n[h2|C12]Second Wind[\/h2]\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\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n[h1|L2]Level 2[\/h1]\r\n\r\n[h2|C21]Action Surge[\/h2]\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.\r\n\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[h1|L3]Level 3[\/h1]\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. For information on the chosen Martial Archetype, see [url:#Info]Info[\/url].\r\n\r\n[h3|S31]Weapon Bond[\/h3]\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\n\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\n\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[h1|L4]Level 4[\/h1]\r\n[h2|Ability]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.\r\n\r\n[h1|L5]Level 5[\/h1]\r\n[h2|C51]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\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[h1|L6]Level 6[\/h1]\r\n\r\n[h1|L7]Level 7[\/h1]\r\n[h2|S71]War Magic[\/h2]\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[h1|L8]Level 8[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L9]Level 9[\/h1]\r\n[h2|C91]Indomitable[\/h2]\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\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\n[h1|L10]Level 10[\/h1]\r\n[h2|S101]Eldritch Strike[\/h2]\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[h1|L11]Level 11[\/h1]\r\n\r\n[h1|L12]Level 12[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L13]Level 13[\/h1]\r\n\r\n[h1|L14]Level 14[\/h1]\r\n\r\n[h1|L15]Level 15[\/h1]\r\n[h2|S151]Arcane Charge[\/h2]\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[h1|L16]Level 16[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L17]Level 17[\/h1]\r\n\r\n[h1|L18]Level 18[\/h1]\r\n[h2|S181]Improved War Magic[\/h2]\r\nStarting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.\r\n\r\n[h1|L19]Level 19[\/h1]\r\n\r\n[h1|L20]Level 20[\/h1]\r\n","subclasses":"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: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.\r\n\r\n[i]Source: Player's Handbook[\/i]","tabledata":"","tags":"Template, Generic, Copy, Class","templateId":"25","blockId":"579104","world":"fdbb44ea-9b6c-4df6-91d5-bb54d289b77e","folder":"","isShared":"on"}