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Support Combat Skills with Arcane Magic

Eldritch Knights combine the martial mastery common to all Fighters with a careful study of arcane magic, using techniques similar to those practiced by Wizards. Their spells complement their combat abilities, providing additional protection, extending their options at range, and allowing them to bring magic directly into the rhythm of weapon combat.

Eldritch Knights learn a comparatively small number of spells and commit them to memory rather than recording them in a spellbook. Their magic remains closely tied to their martial training, allowing spell and weapon to function as parts of the same discipline.

Level 3: Spellcasting

You have learned to cast spells through your study of Wizard magic.

Cantrips

You know two cantrips of your choice from the Wizard spell list.

Whenever you gain a Fighter level, you can replace one of the cantrips you know from this feature with another Wizard cantrip of your choice.

When you reach Fighter level 10, you learn one additional Wizard cantrip of your choice.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells.

To cast one of these spells, you must expend a spell slot of the spell’s level or higher.

You regain all expended spell slots when you finish a Long Rest.

Spells Known of Level 1+

At Fighter level 3, you know three level 1 spells of your choice from the Wizard spell list.

The number of spells you know increases as you gain Fighter levels, as shown in the Spells Known column of the Eldritch Knight Spellcasting table.

Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells you know matches the number shown for your Fighter level.

Each spell you choose must be of a level for which you have spell slots. For example, at Fighter level 7, your five known spells can include Wizard spells of levels 1 and 2 in any combination.

Fighter Level Cantrips Known Spells Known Level 1 Slots Level 2 Slots Level 3 Slots Level 4 Slots
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Changing Your Spells Known

Whenever you gain a Fighter level, you can replace one spell you know from this feature 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.

Ritual Casting

You can cast an Eldritch Knight spell you know as a Ritual if that spell has the Ritual tag.

Spellcasting Ability

Intelligence is your spellcasting ability for your Eldritch Knight spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Eldritch Knight spells.

A weapon bonded to you through your War Bond feature can also serve as a Spellcasting Focus for those spells.

Level 3: War Bond

You learn a ritual that creates a magical bond between yourself and a weapon.

You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must remain within your reach throughout the ritual. At its conclusion, you touch the weapon and forge the bond.

While a weapon is bonded to you, you can’t be disarmed of it unless you have the Incapacitated condition.

If the bonded weapon is on the same plane of existence as you, you can summon it as a Bonus Action, causing it to teleport instantly to your hand.

You can have up to two bonded weapons at a time, although you can summon only one weapon with each Bonus Action.

If you attempt to bond with a third weapon, you must end your bond with one of your existing bonded weapons.

A bonded weapon can serve as a Spellcasting Focus for your Eldritch Knight spells.

Level 3: Arcane Surge

You have learned to weave spellcraft into your most intense moments of exertion.

When you use Action Surge, the additional action can be the Magic action if you use that action to cast one of your Eldritch Knight spells.

You must still follow the normal rules for casting spells, including the rule that you can expend only one spell slot to cast spells during a turn.

Level 7: War Magic

When you take the Attack action on your turn, you can replace one of the attacks with the casting of one Eldritch Knight cantrip you know that has a casting time of an action.

Level 10: Eldritch Strike

You learn to use your weapon attacks to undermine a creature’s resistance to your magic.

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.

Level 15: Arcane Charge

When you use Action Surge, you can teleport up to 30 feet to an unoccupied space you can see.

You can teleport immediately before or immediately after taking the additional action granted by Action Surge.

Level 18: Improved War Magic

When you take the Attack action on your turn, you can replace two of the attacks with the casting of one level 1 or level 2 Eldritch Knight spell you know that has a casting time of an action.