The World of Temmuren
True Eldritch Knight
Eldritch Knight Spellcasting
|Fighter Level||Cantrips Known||Spells Known||Spell Slots||Slot Level||Invocations Known|
When you choose this martial archetype at 3rd level, also choose an otherworldly patron from the Warlock class. You gain access to the same Expanded Spells class feature as warlocks of that patron.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
You learn 2 cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The True Eldritch Knight Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher
The Spells Known column of the True Eldritch Knight Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be a level for which you have spell slots.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficieny bonus + your Charisma modifier
Spell attack modifier = your proficieny bonus + your Charisma modifier
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
As warlock, but a True Eldritch Knight who selects Pact of the Blade may transform up to 2 weapons into your pact weapons, and both appear when you summon your pact weapon(s).
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
At 10th level, you learn how to make your weapon strikes undercut a creatures 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 additional action.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.