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Fighter

Eldritch Knight

Combining the might of martial prowess and arcane spellweaving, Eldritch Knights excel at engaging multiple foes at once. They specialize in bolstering their attacks and armor. The Elritch Knights form orders based on how they obtained their spell arts.

Eldritch Knight Order Class Spell List Spellcasting Ability Feature
Red KnightBardCHAProtective Instrument: You are proficient with one instrument. Your magic and talent allows you to enforce the instrument so that it can aid you in combat. While you have your instrument in hand you can use a reaction to add +2 to your AC as you parry with the reinforced instrument. You can use this feature times per long rest equal to your DEX modifier (Minimum 1).
White KnightClericWISHoly Shield: Your faith has bestowed protections on your shield that it may stand as a bulwark between evil and humanity. Your shield emits holy light in a 10 ft cone that counts as Sunlight. You can use a free action to dim or turn off the light or turn it back on. Undead and Fiends in the holy light have a penalty to attack rolls equal to your Proficiency Bonus.
Green KnightDruidWISGreen Armor: Blessed by Fey and Elemental and ornamented with the antlers of an ancient stag on your helm, your armor is either Plate Mail or Half Plate (Your Choice). The material of the armor is not metal. It appears to be bone, some kind of hardened wood, or stone. You have the Armor Mastery properties for this armor. While wearing it you have advantage on saving throws against being Charmed or Frightened.
Hazel KnightShamanWISAncestor’s Blessing: You fight with the aid of your ancestor. Your ancestor blessed you for your martial prowess. Your ancestor blesses you with three proficiencies in any combination of Artisan’s Tools, languages, instruments, or skills.
Purple KnightSorcererCHAHero’s Blood: The blood of heroes flows through you. After generation after generation of heroic action your very blood has become magical. You have the Metamagic Adept Feat.
Black KnightWarlockCHAWhispering Weapon: What becomes of a Warlock or Cleric whose Patron or Deity has died or abandoned them? If they are worthy they press on and become a Black Knight. Your weapon becomes embedded with a fragment of your Patron or Deity's consciousness. While your Whispering Weapon is on your person you can cast the following spells once per long rest each without expending a spell slot: Comprehend Language, Detect Magic
Blue KnightWizardINTWeapon Bond: 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.
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd232--
4th243--
5th243--
6th243--
7th2542--
8th2642--
9th2642--
10th3743--
11th3843--
12th3843--
13th39432--
14th310432--
15th310432--
16th31143--
17th31143--
18th31143--
19th312431
20th313431
Eldritch Knight Order Feature
Red KnightSword Dance: Your performer’s heart guides you to gracefully leap and glide through the battlefield. Your movement speed is increased by 10 ft and you can Dash as a bonus action. You can use a reaction to roll 1D8 and add it to an attack to hit or damage (If you use this feature to increase your to hit result, you must use this feature before knowing the outcome of the attack). You can use this feature times per long rest equal to your DEX modifier (Minimum 1).
White KnightBattle Medic: You are talented in healing as well as combat. When you administer a Healing Potion the target regains an additional 1D8 hit points. You can cast the spell Cure Wounds twice per long rest without expending a spell slot.
Green KnightFey’s Blessing: Your faith has empowered your latent blessing. You cannot be put to sleep through magical means. Once per turn you can teleport up to 60 ft as a bonus action. Where you teleport becomes Difficult Terrain except for you in a 20 ft diameter until the next round. You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Hazel KnightAncestor’s Technique: Your ancestor lends you some of their combat ability. You learn one of the following Feats or an additional one of your choice if you already have one of the following Feats. Crusher, Piercer, or Slasher. In addition you learn an additional Fighting Style as well of one you do not already know.
Purple KnightMetamagic Surge: When you use your Action Surge feature your Hero’s Blood is charged with magic, you regain one 1st or 2nd level spell slot.
Black KnightShadow Bind: You are able to coax out more power from your Whispering Weapon. You can cast the following spells once per long rest each without expending a spell slot or material components: Entangle, Snare When you cast a spell using this feature any creature Restrained by the spell takes 1D8 Necrotic damage and 1D6 Necrotic damage at the start of each of their turns. If the effect is in Dim Light or Darkness, the spells DC to escape is increased by 2.
Blue KnightEldritch Strike: 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.
Eldritch Knight Order Feature
Red KnightSong of the Warrior: You can sing the Song of the Warrior. The song bolsters your body and capabilities. You can start singing it as a bonus action and continue it each turn with a bonus action for up to one minute. While the song continues you have advantage on DEX and STR saving throws and you have +2 AC. You can use this feature once per long or short rest.
White KnightFrontline Excorsist: You are skilled with combat both physical and ephemeral. You can see creatures on the Ethereal plane within 10 ft of you. If you land a critical hit on an Aberration, Celestial, Elemental, Fiend, or Undead the creature must attempt a CHA saving throw DC equal to your spell save DC and on a failed save are banished to their home plane until the end of your next turn. If the target is an Undead are destroyed if they are DC 2 or lower. On a successful save they take an additional 2D6 Radiant damage.
Green KnightElemental Blessing: Your faith empowered your weapon attacks. Once per attack action you can add 1D8 Acid, Cold, Fire, Poison, or Lightning damage on a hit.
Hazel KnightAncestor’s Power: Your ancestor’s full support is behind you. Choose one ability score, its maximum score is increased by 2 and you increase the chosen ability score by one. You gain Resistance to one damage type and can change which type your ancestor shields you from on a long rest.
Purple KnightSorcerous Second Wind: When you use your Second Wind feature your Hero’s Blood bolsters your spellcasting, restoring all spent Sorcery Points. In addition you learn one additional Metamagic option.
Black KnightBlack Form: The consciousness of your Whispering Weapon begins to bleed out as you carefully nurture it. You can assume the Black Form as a bonus action and the change lasts for one minute once per long or short rest. In Black Form you can use an action to become Invisible until the end of the duration or until you make an attack or cast a spell. In Black Form you are Immune to Necrotic damage.
Blue KnightArcane Charge: You gain the ability to teleport up to 30 ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. The turn you teleport you have advantage on all attacks until the end of your turn.

Subclass Features

Lv 3

Knight Arts

You have connected with a style of magic that has been forged with your combat prowess. Your magic and skills come together to make unique skills and features that are unique to your knightly order.

Spellcasting

Spell save DC = 8 + your Proficiency Bonus + your Spellcasting modifier

Spell attack modifier = your Proficiency Bonus + your Spellcasting modifier

You learn two cantrips from your Class spell list.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your class spell list. The new spell must be of a level for which you have spell slots.

Lv 7

War Magic

You are adept at working magic into your attacks. When you take the attack action you can replace one attack with the casting of a cantrip from your Class spell list with a casting time of one action.

Lv 10

Additional Study

You study and work a new aspect of magic into your fighting. You learn an additional cantrip from your Class spell list.

Advanced Knight Arts

Your skills in arcane magic and combat have allowed your skills to develop further to specialize in your knightly order.

Lv 15

Master Knight Arts

Your skills in arcane power and combat skills reach heights that give rise to powerful skills and techniques that suit your individual knightly order.

Lv 18

Improved War Magic

You have masterfully fused the arcane arts and the art of combat. When you take the attack action you can use two of your attacks to cast a spell from your Class spell list that is first or second level that has a casting time of one action.