Eldritch Knight

Spellcasting

At 3rd level, you have studied the arcane enough to be able to cast spells.

Cantrips

You know two cantrips of your choice from the wizard spell list. Whenever you gain a fighter level, you can replace one of these cantrips with another from the wizard spell list. When you reach 10th level in this class, you can learn an additional wizard cantrip of your choice.

Spell Slots

The Eldritch Knight Spellcasting Table shows you how many spell slots you have and of what level they are. To cast a spell of 1st level or higher, you must expend a slot of the spells level or higher. You regain expended slots on a long rest.

Prepared Spells

You prepare a list of spells of level 1 and higher from the wizard spell list. When you take this subclass, you prepare a total of three spells, which must be from the evocation or abjuration school of magic. The number of spells you have prepared increases as you gain fighter levels, as shown in the Eldritch Knight Spellcasting Table. Whenever the number increases, choose additional spells from the wizard spell list until your total prepared spells equals the number on the table. The chosen spells must be of a level that you have spell slots for, and any spell taken after 3rd level does not need to be from the evocation or abjuration spell school.

Changing Prepared Spells

Whenever you gain a level in this class, you can replace one of your prepared spells with another choice from the wizard spell list, and must be of a level that you have spell slots for.

Spellcasting Ability

Your spellcasting ability is intelligence for your Eldritch Knight Spells

Spellcasting Focus

You may use an Arcane Focus as a spellcasting focus for the spells you prepare for this subclass

War 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 free 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.

War Magic

Starting at level 7, When you take the attack action on your turn, you can replace one of the attacks with a casting of one of your Eldritch Knight cantrips that has a casting time of one action.

Eldritch Strike

At 10th level, When you hit a creature with an attack using a weapon, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn, or if you make a spell attack roll against that creature before the end of your next turn, you have advantage.

Arcane Charge

At 15th level, when you use action surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action. Additionally, when you use this feature, an arcane ward surrounds you until the start of your next turn, giving your resistance to all damage.

Improved War Magic

At 18th level, when you take the attack action on your turn, you can replace two of the attacks with the casting of one of your wizard spells that has a casting time of one action.