|Eldritch Knight Spellcasting||Spell Slots per Spell Level|
|Fighter Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
When you reach 3rd level, you augment your martial art with the ability to cast spells .
You learn two cantrips of your option from the ace spell list. You learn an extra charming cantrip of your choice at 10th tied.
The Eldritch Knight Spellcasting board shows how many spell slots you have to cast your sorcerer spells of 1st degree and higher. To cast one of these spells, you must expend a slot of the spell ‘s charge or higher. You regain all expended enchantment 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 enchantment slot available, you can cast Shield using either slot .
Spells Known of 1st Level and Higher
You know three 1st-level ace spells of your choice, two of which you must choose from the retraction and evocation spells on the charming spell list .
The Spells Known column of the Eldritch Knight Spellcasting mesa shows when you learn more charming spells of 1st charge or higher. Each of these spells must be an retraction or evocation spell of your choice, and must be of a degree for which you have spell slots. For exemplify, when you reach 7th level in this class, you can learn one newly spell of 1st or 2nd level .
The spells you learn at 8th, 14th, and 20th level can come from any educate of charming .
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another go of your option from the ace spell list. The new spell must be of a floor for which you have spell slots, and it must be an retraction or evocation spell, unless you ‘re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
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intelligence is your spellcasting ability for your charming spells, since you learn your spells through learn 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 sorcerer while 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 charming 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 pass 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 ca n’t be disarmed of that weapon unless you are incapacitated. If it is on the lapp plane of universe, you can summon that weapon as a bonus action on your turn, causing it to teleport instantaneously to your hand .
You can have up to two bind weapons, but can summon lone one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the chemical bond with one of the early two .
Beginning at 7th horizontal surface, when you use your action to cast a cantrip, you can make one weapon assail as a bonus action.
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At 10th tied, you learn how to make your weapon strikes undercut a creature ‘s resistance to your spells. When you hit a animal with a weapon attack, that creature has disadvantage on the next saving hold it makes against a enchantment you cast before the end of your following 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 extra action .
Improved War Magic
Starting at 18th horizontal surface, when you use your action to cast a enchantment, you can make one weapon attack as a bonus action .