The Fighter's a fine class, but in terms of play with subclasses, the core build has far too much power. So this attempts to move more of the power into the subclasses, and away from the main class. I also made all the subclasses tertiary Intelligence, but that's just personal taste.
Core:
Items in italics are unmoved from their original location.
[TABLE="width: 100%"]
[TR]
[TD="width: 8%"] Level[/TD]
[TD="width: 92%"] Feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 1[/TD]
[TD="width: 92%"] Fighting Style, Second Wind[/TD]
[/TR]
[TR]
[TD="width: 8%"] 2[/TD]
[TD="width: 92%"] Martial Archetype[/TD]
[/TR]
[TR]
[TD="width: 8%"] 3[/TD]
[TD="width: 92%"] Action Surge (one use)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 4[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 5[/TD]
[TD="width: 92%"] Extra Attack[/TD]
[/TR]
[TR]
[TD="width: 8%"] 6[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 7[/TD]
[TD="width: 92%"] Martial Archetype feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 8[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 9[/TD]
[TD="width: 92%"] Indomitable (one use)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 10[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 11[/TD]
[TD="width: 92%"] Martial Archetype feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 12[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 13[/TD]
[TD="width: 92%"] Indomitable (two uses)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 14[/TD]
[TD="width: 92%"] Martial Archetype feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 15[/TD]
[TD="width: 92%"] Action Surge (two uses)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 16[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 17[/TD]
[TD="width: 92%"] Martial Archetype feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 18[/TD]
[TD="width: 92%"] Indomitable (three uses)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 19[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 20[/TD]
[TD="width: 92%"] Action Surge (three uses)[/TD]
[/TR]
[/TABLE]
Champion:
Improved Critical. Beginning when you choose this archetype at 2nd level, your critical range expands by half your Intelligence modifier(rounded up, minimum of 1).
Remarkable Athlete. Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Bonus Attack. At 11th level, you can attack an additional time whenever you take the Attack action.
Superior Critical.Starting at 14th level, your Improved Critical feature expands your critical range by your Intelligence modifier instead.
Bonus Attack. At 17th level, you can attack an additional time whenever you take the Attack action.
Battle Master:
Combat Superiority.When you chose this archetype at 2nd level, you learn manoeuvres that are fuelled by special dice called superiority dice.
Manoeuvres. You learn two manoeuvres of your choice, which are detailed under “manoeuvres” below. Many manoeuvres enhance an attack in someway. You can use only one manoeuvre per attack, unless it says otherwise.
You learn two additional manoeuvres of your choice at 7th, 11th, 14th, and 17th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain an additional superiority die at 5th, 9th, 13th, and 17th level.
Saving Throws.Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:
Know Your Enemy. Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regards to a number of the following characteristics equal to your Intelligence modifier(minimum of 1):
Improved Combat Superiority. At 11th level, you can spend up to two superiority dice on a manoeuvre. Additionally, your superiority dice become d10s.
Relentless. Starting at 14th level, when you roll initiative and have expended superiority dice, you regain 1 superiority die.
Superior Combat Superiority. At 17th level, you can perform two combat manoeuvres as part of the same attack. Additionally, your superiority dice become d12s.
Spell Knight:
[TABLE="width: 100%"]
[TR]
[TD="width: 8%"] Level[/TD]
[TD="width: 15%"] 1st[/TD]
[TD="width: 19%"] 2nd[/TD]
[TD="width: 19%"] 3rd[/TD]
[TD="width: 19%"] 4th[/TD]
[TD="width: 19%"] 5th[/TD]
[/TR]
[TR]
[TD="width: 8%"] 2[/TD]
[TD="width: 15%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 3[/TD]
[TD="width: 15%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 4[/TD]
[TD="width: 15%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 5[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 6[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 7[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 8[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 9[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 10[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 11[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 12[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 13[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 1[/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 14[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 1[/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 15[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 16[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 17[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 1[/TD]
[/TR]
[TR]
[TD="width: 8%"] 18[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 1[/TD]
[/TR]
[TR]
[TD="width: 8%"] 19[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[/TR]
[TR]
[TD="width: 8%"] 20[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[/TR]
[/TABLE]
Spellcasting. When you reach 2nd level, you augment your martial prowess with the ability to cast spells.
Spell Slots.The Spell Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level or 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.
Spells Known of 1st-Level and Higher. You know a number of wizard spells equal to your Intelligence modifier + half your fighter level, rounded down (minimum of 1).
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.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells,since you learn your spells through study and memorisation. You use 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.
Eldritch Strike. Beginning at 7th 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. At 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Arcane Charger. At 14th 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 17th level, when you use your action to take the Attack action, you may cast a cantrip as a bonus action.
Core:
Items in italics are unmoved from their original location.
[TABLE="width: 100%"]
[TR]
[TD="width: 8%"] Level[/TD]
[TD="width: 92%"] Feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 1[/TD]
[TD="width: 92%"] Fighting Style, Second Wind[/TD]
[/TR]
[TR]
[TD="width: 8%"] 2[/TD]
[TD="width: 92%"] Martial Archetype[/TD]
[/TR]
[TR]
[TD="width: 8%"] 3[/TD]
[TD="width: 92%"] Action Surge (one use)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 4[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 5[/TD]
[TD="width: 92%"] Extra Attack[/TD]
[/TR]
[TR]
[TD="width: 8%"] 6[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 7[/TD]
[TD="width: 92%"] Martial Archetype feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 8[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 9[/TD]
[TD="width: 92%"] Indomitable (one use)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 10[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 11[/TD]
[TD="width: 92%"] Martial Archetype feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 12[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 13[/TD]
[TD="width: 92%"] Indomitable (two uses)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 14[/TD]
[TD="width: 92%"] Martial Archetype feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 15[/TD]
[TD="width: 92%"] Action Surge (two uses)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 16[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 17[/TD]
[TD="width: 92%"] Martial Archetype feature[/TD]
[/TR]
[TR]
[TD="width: 8%"] 18[/TD]
[TD="width: 92%"] Indomitable (three uses)[/TD]
[/TR]
[TR]
[TD="width: 8%"] 19[/TD]
[TD="width: 92%"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 8%"] 20[/TD]
[TD="width: 92%"] Action Surge (three uses)[/TD]
[/TR]
[/TABLE]
Champion:
Improved Critical. Beginning when you choose this archetype at 2nd level, your critical range expands by half your Intelligence modifier(rounded up, minimum of 1).
Remarkable Athlete. Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Bonus Attack. At 11th level, you can attack an additional time whenever you take the Attack action.
Superior Critical.Starting at 14th level, your Improved Critical feature expands your critical range by your Intelligence modifier instead.
Bonus Attack. At 17th level, you can attack an additional time whenever you take the Attack action.
Battle Master:
Combat Superiority.When you chose this archetype at 2nd level, you learn manoeuvres that are fuelled by special dice called superiority dice.
Manoeuvres. You learn two manoeuvres of your choice, which are detailed under “manoeuvres” below. Many manoeuvres enhance an attack in someway. You can use only one manoeuvre per attack, unless it says otherwise.
You learn two additional manoeuvres of your choice at 7th, 11th, 14th, and 17th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain an additional superiority die at 5th, 9th, 13th, and 17th level.
Saving Throws.Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:
Manoeuvre Save DC = 8+ your proficiency bonus + your Intelligence modifier
Know Your Enemy. Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regards to a number of the following characteristics equal to your Intelligence modifier(minimum of 1):
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Improved Combat Superiority. At 11th level, you can spend up to two superiority dice on a manoeuvre. Additionally, your superiority dice become d10s.
Relentless. Starting at 14th level, when you roll initiative and have expended superiority dice, you regain 1 superiority die.
Superior Combat Superiority. At 17th level, you can perform two combat manoeuvres as part of the same attack. Additionally, your superiority dice become d12s.
Spell Knight:
[TABLE="width: 100%"]
[TR]
[TD="width: 8%"] Level[/TD]
[TD="width: 15%"] 1st[/TD]
[TD="width: 19%"] 2nd[/TD]
[TD="width: 19%"] 3rd[/TD]
[TD="width: 19%"] 4th[/TD]
[TD="width: 19%"] 5th[/TD]
[/TR]
[TR]
[TD="width: 8%"] 2[/TD]
[TD="width: 15%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 3[/TD]
[TD="width: 15%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 4[/TD]
[TD="width: 15%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 5[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 6[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 7[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 8[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 9[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 10[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 11[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 12[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] [/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 13[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 1[/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 14[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 1[/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 15[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 16[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[TD="width: 19%"] [/TD]
[/TR]
[TR]
[TD="width: 8%"] 17[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 1[/TD]
[/TR]
[TR]
[TD="width: 8%"] 18[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 1[/TD]
[/TR]
[TR]
[TD="width: 8%"] 19[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[/TR]
[TR]
[TD="width: 8%"] 20[/TD]
[TD="width: 15%"] 4[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 3[/TD]
[TD="width: 19%"] 2[/TD]
[/TR]
[/TABLE]
Spellcasting. When you reach 2nd level, you augment your martial prowess with the ability to cast spells.
Spell Slots.The Spell Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level or 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.
Spells Known of 1st-Level and Higher. You know a number of wizard spells equal to your Intelligence modifier + half your fighter level, rounded down (minimum of 1).
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.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells,since you learn your spells through study and memorisation. You use 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
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Eldritch Strike. Beginning at 7th 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. At 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Arcane Charger. At 14th 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 17th level, when you use your action to take the Attack action, you may cast a cantrip as a bonus action.
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