Eldritch Knight
Hit Points
Hit Dice: d10 per Eldritch Knight level
Hit Points at first Level: See Fighter
Hit Points at Higher Levels: See Fighter
Spellcasting
Fighter Level |
Cantrips |
Spells |
1st |
2nd |
3rd |
4th |
3rd |
2 |
3 |
2 |
- |
- |
- |
4th |
2 |
4 |
3 |
- |
- |
- |
7th |
2 |
5 |
4 |
2 |
- |
- |
8th |
2 |
6 |
4 |
2 |
- |
- |
10th |
3 |
7 |
4 |
3 |
- |
- |
11th |
3 |
8 |
4 |
3 |
- |
- |
13th |
3 |
9 |
4 |
3 |
2 |
- |
14th |
3 |
10 |
4 |
3 |
3 |
- |
16th |
3 |
11 |
4 |
3 |
3 |
- |
19th |
3 |
12 |
4 |
3 |
3 |
1 |
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Cantrips
You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard 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.
Spells Known
You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.
The 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever 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.
Spellcasting Ability
Intelligence is your spellcasting ability for your Eldritch Knight spells. You use your Intelligence whenever a spell refers to your spellcasting ability.
Spell save DC = 8 + proficiency bonus + Intelligence mod
Spell attack mod = proficiency bonus + Intelligence mod
Subclass Options
Weapon Bond
Over the course of 1-hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.
War Magic
At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.
Eldritch Strike
At level 10, any creature you hit with a weapon attack has disadvantage on its next save it makes against a spell you cast before the end of your next turn.
Arcane Charge
At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.
Improved War Magic
At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.