Eldritch Knights blend sword and sorcery to create a new, devastating fighting style focused on using arcane magic to enhance their fighting prowess.

Subclass Features

As an Eldritch Knight, you gain the following features.

1Martial Maneuvers

Add the following martial maneuvers to your list of maneuver options: elemental strike, ward, fling, and recollect.

Elemental Strike

When you hit a creature with a weapon attack you can follow up with elemental energy. Roll 1d6 and choose Acid, Fire, Cold, or Lightning. The creature takes additional damage of the chosen type equal to the number rolled.

  • Greater Elemental Strike: Starting at 5th level, the additional damage increases to 1d8.
  • Superior Elemental Strike: Starting at 9th level, the additional damage increases again 1d10.

Combat Ward

As a reaction when you take damage of a type that isn't bludgeoning, piercing, or slashing, reduced the damage by 1d6.

  • Greater Combat Ward: Starting at 5th level, reduce the damage you take by 1d8.
  • Superior Combat Ward: Starting at 9th level, reduce the damage you take by 1d10.

Fling

When you take the Attack action, you can grant a held melee weapon the Thrown (30/60) property for one attack. It returns to the wielder's hand and loses the Thrown property immediately after it is used to make a ranged attack.

  • Greater Fling: Starting at 5th level, the range increment increases to 60/90.
  • Superior Fling: Starting at 9th level, the weapon gains the Thrown property until the end of your turn.

Recollect

When you make an ability check and use Arcana or History, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.

  • Greater Recollect: Starting at 5th level, your bonus increases from 1d6 to 1d8.
  • Superior Recollect: Starting at 9th level, your bonus increases from 1d8 to 1d10.

3Spellcasting

You gain the ability to cast spells, just like the standard eldritch knight

3Weapon Bond

You can spend one hour performing a ritual to bond your soul to up to two weapons. Your bonded weapon is considered magical if it wasn't already, and you can summon it to your hand as a bonus action.

7War Caster

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

10Disruptive Strike

When you hit a creature with a weapon attack, that creature has disadvantage on saving throws against your spells until the end of your next turn.