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## Fighter Archetypes: ### Purple Dragon Knight Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some ores and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. #### Rallying Cry Starting at 3rd level, you learn how to inspire allies to fight past their injuries. When you use your *Second Wind* feature, you can choose a number of creatures equal to your Charisma modifier. These creatures gain a number of temporary hit points equal to your fighter level + your Charisma modifier. #### Royal Envoy Also at 3rd level, your position as a knight makes you an excellent diplomat. You gain proficiency with the persuasion skill if you aren't already proficient in it. Your proficiency bonus is doubled for any ability check you make that uses persuasion. #### Inspiring Surge At 7th level, you can rally your allies to push past their limits and fight on. When you use you *Action Surge* feature, you can choose one ally within 60 feet of you. That creature can move up to half their movement and make one weapon attack or cast one cantrip with its reaction. At 15th level, you can choose two allies within range, rather than one. #### Commanding Spirit At 10th level, your valor on the battlefield inspires others to succeed where they would usually fail. When you succeed on a saving throw after using your *Indomitable* feature, you can choose one ally within 60 feet that failed the same saving throw. That creature automatically succeeds on their save. At 18th level, you can choose two allies within range, rather than one. \columnbreak #### Stand Tall At 15th level, when your allies are beaten and broken, you can inspire them to keep fighting. When an ally within 60 feet falls to 0 hit points, you can use your reaction to inspire them to keep fighting. That creature instead falls to 1 hit point. Once you use this feature, you cannot do so again until you finish a short or long rest. #### Face Them Head On! At 18th level, you can command your allies to charge forward and face the enemy head on. As an action, you let out a battle cry, granting any amount of allies within 60 feet a bonus to their attack rolls and saving throws equal to your Charisma modifier until the start of your next turn. Once you use this feature, you cannot do so again until you finish a short or long rest.
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### Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and transmutation. Abjuration spells grant an Eldritch Knight additional protection in battle, and transmutation allow the fighter to bolster themselves, making them more efficient in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. ##### 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 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 transmutation spells on the wizard 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 transmutation 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 of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come 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 transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. \columnbreak ##### Eldritch Knight Spellcasting | Fighter Level | Cantrips Known | Spells Known | 1st Level | 2nd Level | 3rd Level | 4th Level | |:----:|:-------------:|:-------:|:-------:|:-------:|:-------:|:-------:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 2 | 2 | — | — | | 9th | 2 | 6 | 3 | 2 | — | — | | 10th | 3 | 7 | 3 | 3 | — | — | | 11th | 3 | 8 | 3 | 3 | — | — | | 12th | 3 | 8 | 4 | 3 | — | — | | 13th | 3 | 9 | 2 | 3 | 2 | — | | 14th | 3 | 10 | 3 | 3 | 2 | — | | 15th | 3 | 10 | 3 | 3 | 2 | — | | 16th | 3 | 11 | 3 | 3 | 3 | — | | 17th | 3 | 11 | 4 | 3 | 3 | — | | 18th | 3 | 11 | 2 | 3 | 3 | — | | 19th | 3 | 12 | 3 | 3 | 3 | 1 | | 20th | 3 | 13 | 3 | 3 | 3 | 1 |
##### 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
#### Weapon Bond 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 immediately summon it to your hand as a bonus action. Additionally, the weapon is an spellcasting focus, and is considered magical for the sake of overcoming resistance and immunity. You can bond to two weapons, or one weapon and a shield. When you use your bonus action to summon a weapon, you can summon both weapons or your weapon an shield with the same bonus action. When you summon a shield, you automatically don it. \pagebreak #### Magical Assault At 7th level, you've learned to use your magic to assist you when you fail. Once per turn when you miss with an attack roll, you can cast a cantrip with a casting time of 1 action as a part of the same action. You can use this ability a number of times equal to your proficiency modifier. You regain all uses at the end of a long rest. #### Eldrich Strike 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. #### War Magic Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. \columnbreak #### Magic Recovery At 18th level, you can replenish your magical energies in the heat of battle. When you land a critical strike on an enemy, you can regain one spell slot of 2nd-level or lower.
> ##### Credits > **Created using GMBinder** >
> **Class created by DM_Havuhk** >
> **Reddit:** [u/DM_Havuhk](https://www.reddit.com/user/DM_Havuhk "title") >
> **Tumblr:** [Elizabeth's Homebrew Emporium](https://dm-havuhk.tumblr.com/ "title") >
> **Art:** >
> **Purple Dragon Knight** - ©Wizards of the Coast LLC >
> **Eldritch Knight** - [StanTheZyk](https://www.deviantart.com/stanthezyk/art/Eldritch-knight-760572754 "title")