Eldritch Knight

Eldritch Knight Technique

3rd-level Eldritch Knight feature
When you choose this archetype at 3rd level, you gain proficiency in one of the following combat traditions: Determination, Duelist, Templar. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.

Spellcasting

3rd-level Eldritch Knight feature
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Choose if your magic ability is Practiced or Innate. Once you make this choice, you cannot change it. Practiced eldritch knights use the wizard spell list, while Innate eldritch knights use the sorcerer spell list.

Table: Eldritch Knight Spellcasting
Fighter LevelCantripsSpells KnownMana PoolMax Spell Level
3rd2321st
4th2441st
5th2451st
6th2461st
7th2582nd
8th2692nd
9th26102nd
10th37122nd
11th38132nd
12th38142nd
13th39153rd
14th310163rd
15th310173rd
16th311193rd
17th311203rd
18th311213rd
19th312234th
20th313254th

Cantrips

You learn two cantrips of your choice from the chosen spell list. You learn an additional cantrip of your choice at 10th level.

Mana

The Eldritch Knight table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.

Spells Known of 1st Level and Higher

You know three 1st-level spells from your spell list. Choose two spell schools. Two of your starting spells must be from the chosen spell schools on the chosen spell list. Many eldritch knights choose abjuration and evocation.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of the schools you chose, and each of these spells must be of a level for which you can cast.

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 spells you know with another spell of your choice from the same spell list. The new spell must be of a level for which you have spell slots, and it must be of the chosen spell schools, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells if you chose Practiced, and Charisma is your spellcasting ability if you chose Innate.

Weapon Bond

3rd-level Eldritch Knight feature
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 bonus action on your turn, causing it to teleport instantly to your hand. You can use this weapon an arcane focus for your wizard spells.

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.

Bonus Proficiency

3rd-level Eldritch Knight feature
When you choose this archetype at 3rd level, you gain proficiency in Arcana. Alternatively, you learn one language of your choice.

War Magic

7th-level Eldritch Knight feature
When you take the Attack action or use your action to activate a combat maneuver, you may cast a cantrip as a bonus action.

Eldritch Strike

10th-level Eldritch Knight feature
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.

Magic Expertise

10th-level Eldritch Knight feature
You heighten or broaden your mystic knowledge. Choose one of the following skills you have proficiency with: Arcana, Nature, or Religion. You gain expertise in the chosen skill.

Arcane Charge

15th-level Eldritch Knight feature
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.

Improved War Magic

18th-level Eldritch Knight feature
When you take the Attack action on your turn, you can replace any number of your attacks to cast a spell of a level equal to the number of attacks you replaced that has a casting time of an action.