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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
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