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57 bytes added ,  21:32, 20 November 2022
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''3rd Level Eldritch Knight's League Feature''<br>
''3rd Level Eldritch Knight's League Feature''<br>
'''Spellcasting Ability.''' Intelligence<br>
'''Spellcasting Ability.''' Intelligence<br>
'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Intelligence Modifier<br>
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Proficiency Bonus + Your Intelligence Modifier<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spell Learning Method.''' You start knowing 3 spells from the Wizard spell list, two of which are from the Evocation or Abjuration schools. You learn additional spells from the Wizard spell list which can only be learnt from the Evocation or Abjuration schools as shown in the following class table.
'''Spell Learning Method.''' You start knowing 3 spells from the Wizard spell list, two of which must be from the Evocation or Abjuration schools. You learn additional spells from the Wizard spell list which can only be learnt from the Evocation or Abjuration schools as shown in the following class table.


{| class="wikitable"
{| class="wikitable"
|+ Spells known and spell slots per level
|+ Spells known and spell slots per Level
|-
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
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==== Weapon Bond ====
==== Weapon Bond ====
''3rd Level Eldritch Knight's League Feature''<br>
''3rd Level Eldritch Knight's League Feature''<br>
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 long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.<br>
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 Long Rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the Weapon and forge the bond.<br>
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.
Once you have bonded a Weapon to yourself, you can’t be disarmed of that Weapon unless you are Incapacitated. You can summon that Weapon as a Bonus Action on your turn, causing it to teleport instantly to your hand.<br>
You can have up to four bonded weapons and can summon all your bonded weapons as a bonus action. If you attempt to bond with a fifth weapon, you must break the bond with one of the other four.
You can have a number of bonded Weapons equal to your Proficiency Bonus, if you attempt to bond to a Weapon that would exceed your maximum Bonded Weapons, you must break the bond with one of your other Weapons.<br>
Your Bonded Weapon can also be used as your Spellcasting Focus.
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==== War Magic ====
==== War Magic ====
''7th Level Eldritch Knight's League Feature''<br>
''7th Level Eldritch Knight's League Feature''<br>
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
When you use your Action to cast a cantrip, you can make one Weapon Attack as a Bonus Action.
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==== Eldritch Strike ====
==== Eldritch Strike ====
''10th Level Eldritch Knight's League Feature''<br>
''10th Level Eldritch Knight's League Feature''<br>
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.
You learn how to make your Weapon's 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.
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==== Arcane Charge ====
==== Arcane Charge ====
''15th Level Eldritch Knight's League Feature''<br>
''15th Level Eldritch Knight's League Feature''<br>
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.
You gain the ability to teleport up to 30ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional Action.
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==== Improved War Magic ====
==== Improved War Magic ====
''18th Level Eldritch Knight's League Feature''<br>
''18th Level Eldritch Knight's League Feature''<br>
When you use your action to cast a spell, you can make one weapon attack as a bonus action. Additionally, when you use an action to cast a cantrip, you can make two weapon attacks as a bonus action.
When you use your Action to cast a spell, you can make one Weapon Attack as a Bonus Action. Additionally, when you use an Action to cast a cantrip, you can make two Weapon Attacks as a Bonus Action.
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