Fighter (Eldritch Knight)
Hit Points
Hit Dice: d10 per Fighter (Eldritch Knight) level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiences
Armor: All light, medium, heavy, shields
Weapons: All simple, martial
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Overview & Creation
Level |
Prof. Bonus |
Features |
1st |
+2 |
Fighting Style, Second Wind |
2nd |
+2 |
Action Surge (x1) |
3rd |
+2 |
Martial Archetype |
4th |
+2 |
Ability Score Improvement |
5th |
+3 |
Extra Attack(x1) |
6th |
+3 |
Ability Score Improvement |
7th |
+3 |
Martial Archetype feature |
8th |
+3 |
Ability Score Improvement |
9th |
+4 |
Indomitable (x1) |
10th |
+4 |
Martial Archetype feature |
11th |
+4 |
Extra Attack (x2) |
12th |
+4 |
Ability Score Improvement |
13th |
+5 |
Indomitable (x2) |
14th |
+5 |
Ability Score Improvement |
15th |
+5 |
Martial Archetype feature |
16th |
+5 |
Ability Score Improvement |
17th |
+6 |
Action Surge (x2), Indomitable (x3) |
18th |
+6 |
Martial Archetype improvement |
19th |
+6 |
Ability Score Improvement |
20th |
+6 |
Extra Attack (x3) |
Class Features
Fighting Style
At first level, choose one of the following options:
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype
At third level, you choose an archetype that you strive to emulate in your combat styles and techniques. It grants you a feature at 3rd level, and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Starting Equipment
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Subclass Options
Eldritch Knight
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 |
2 |
— |
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
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.