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on two of the eight schools of magic: abjuration and E l d r i t c h K n i g h t S p e l l c a s t i n g
evocation. Abjuration spells grant an Eldritch Knight — Spell Slots per Spell Level—
additional protection in battle, and evocation spells deal Fighter Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
damage to many foes at once, extending the fighter’s
reach in combat. These knights learn a comparatively 3rd 2 3 2 — — —
small number of spells, com m itting them to m em ory 4th 2 4 3 — — —
instead of keeping them in a spellbook. 5th 2 4 3 — — —
6th 2 4 3 — — —
S p e l l c a s t i n g
7th 2 5 4 2 — —
W hen you reach 3rd level, you augment your martial
8th 2 6 4 2 — —
prow ess with the ability to cast spells. See chapter 10
9th 2 6 4 2 — —
for the general rules of spellcasting and chapter 11 for
10th 3 7 4 3 — —
the w izard spell list.
11th 3 8 4 3 — —
Cantrips. You learn two cantrips of your choice from
the w izard spell list. You learn an additional wizard 12th 3 8 4 3 — —
cantrip of your choice at 10th level. 13th 3 9 4 3 2 —
Spell Slots. The Eldritch Knight Spellcasting table 14th 3 10 4 3 2 —
shows how many spell slots you have to cast your 15th 3 10 4 3 2 —
spells of 1st level and higher. To cast one of these 16th 3 11 4 3 3 —
spells, you must expend a slot of the spell’s level or 17th 3 11 4 3 3 —
higher. You regain all expended spell slots when you 18th 3 11 4 3 3 —
finish a long rest.
19th 3 12 4 3 3 1
For example, if you know the 1st-level spell shield and
20th 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you
can cast shield using either slot.
during a short rest. The w eapon must be within your
Spells Known of 1st-Level and Higher. You know
reach throughout the ritual, at the conclusion of which
three 1st-level wizard spells of your choice, two of which
you touch the weapon and forge the bond.
you must choose from the abjuration and evocation
Once you have bonded a w eapon to yourself, you
spells on the wizard spell list.
can’t be disarmed of that w eapon unless you are
The Spells Known colum n of the Eldritch Knight
incapacitated. If it is on the same plane of existence,
Spellcasting table show s when you learn m ore wizard
you can sum m on that weapon as a bonus action on your
spells of 1st level or higher. Each of these spells must be
turn, causing it to teleport instantly to your hand.
an abjuration or evocation spell of your choice, and must
You can have up to two bonded weapons, but can
be of a level for which you have spell slots. For instance,
sum m on only one at a time with your bonus action.
when you reach 7th level in this class, you can learn one
If you attempt to bond with a third weapon, you must
new spell o f 1st or 2nd level.
break the bond with one of the other two.
The spells you learn at 8th, 14th, and 20th level can
com e from any school of magic.
W a r M a g i c
W henever you gain a level in this class, you can
Beginning at 7th level, when you use your action to
replace one of the w izard spells you know with another
cast a cantrip, you can make one w eapon attack as a
spell o f your choice from the wizard spell list. The
bonus action.
new spell must be of a level for which you have spell
slots, and it must be an abjuration or evocation spell, E l d r i t c h St r i k e
unless you’re replacing the spell you gained at 8th, 14th, At 10th level, you learn how to make your weapon
or 20th level. strikes undercut a creature’s resistance to your spells.
Spellcasting Ability. Intelligence is your spellcasting W hen you hit a creature with a w eapon attack, that
ability for your wizard spells, since you learn your creature has disadvantage on the next saving throw
spells through study and memorization. You use your it makes against a spell you cast before the end of
Intelligence whenever a spell refers to your spellcasting your next turn.
ability. In addition, you use your Intelligence modifier
when setting the saving throw DC for a wizard spell you A r c a n e C h a r g e
cast and when making an attack roll with one. At 15th level, you gain the ability to teleport up to 30
feet to an unoccupied space you can see when you use
Spell save DC = 8 + your proficiency bonus +
your Action Surge. You can teleport before or after the
your Intelligence modifier
additional action.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier I m p r o v e d W a r M a g i c
Starting at 18th level, when you use your action to
cast a spell, you can make one weapon attack as a
W e a p o n B o n d
bonus action.
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

