Escape the Fairytales
Martial Archetype Eldritch Knight
When you reach 3rd level, you augment your martial
prow ess with the ability to cast spells. See chapter 10
for the general rules of spellcasting and chapter 11 for
the wizard spell list.
Cantrips. You learn two cantrips of your choice from
the wizard spell list. You learn an additional wizard
cantrip of your choice at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table (shown at the bottom of the page)
shows how many spell slots you have to cast your
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.
For example, if you know the 1st-level spell shield and
have a 1st-level and a 2nd-level spell slot available, you
can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know
three 1st-level wizard spells of your choice, two of which
you must choose from the abjuration and evocation
spells on the w izard spell list.
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. For instance,
when you reach 7th level in this class, you can learn one
new spell o f 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can
com e 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 8th, 14th,
or 20th level.
Spellcasting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn your
spells through study and memorization. You use your
Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier
when setting the saving throw DC for a wizard spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
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 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.
Beginning at 7th level, when you use your action to
cast a cantrip, you can make one weapon attack as a
At 10th level, 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.
At 15th level, 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
Improved War Magic
Starting at 18th level, when you use your action to
cast a spell, you can make one weapon attack as a