This subclass has received significant changes
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Eldritch Knight spell list.
Cantrips
You learn two cantrips of your choice from the eldritch knight spell list. You learn an additional eldritch knight cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your eldritch knight 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 Heroism and have a 1st-level and a 2nd-level spell slot available, you can cast Heroism using either slot.
Spells Known of 1st Level or Higher
You know three 1st-level eldritch knight spells of your choice
When you gain additional spell slots you learn more spells. The new spells must be of the same level as the new spell slot. For example, when you gain a 2nd level spell slot you can learn one second level spell.
Whenever you gain a level in this class, you can replace one of the eldritch knight spells you know with another spell of your choice of the same level from the eldritch knight spell list.
Spellcasting Ability
The ability used to calculate your Mastery save DC is also your spellcasting ability modifier, since your spells are a magical extension of your martial talent. You use this ability score whenever a spell refers to your spellcasting ability or requires an attack roll. In addition, you use your Mastery save DC whenever a spell requires a saving throw.
Fighter Level 3
3 1st-level slots
Fighter level 5
3 1-level slots
1 2nd-level slot
Fighter level 9
4 1st level slots
1 2nd level slot
1 3rd level slot
Fighter level 13
5 1st level slots
2 2nd level slots
1 3rd level slot
Fighter level 17
6 1st level slots
3 2nd level slots
2 3rd level slots
Cantrips
Acid Splash
Blade Ward
Booming Blade
Create Bonfire
Firebolt
Frostbite
Green Flame Blade
Gust
Light
Lightning Lure
Magic Stone
Mending
Message
Mold Earth
Poison Spray
Primal Savagry
Resistance
Shocking Grasp
Sword Burst
True Strike
1st level
Absorb Elements
Acid Arrow
Armor of Agathys
Arms of Hadar
Burning Hands
Catapult
Chromatic Orb
Color Spray
Earth Tremor
Faerie Fire
False Life
Fog Cloud
Hellish Rebuke
Heroism
Hex
Ice Knife
Longstrider
Magic Missile
Ray of Sickness
Searing Smite
Thunderous Smite
Thunderwave
Witch Bolt
Wrathful Smite
Zephyr Strike
2nd Level
Aganazzar's Scorcher
Blur
Branding Smite
Cloud of Daggers
Compelled Duel
Counterspell
Dragon’s Breath
Dust Devil
Earthbind
Enhance ability
Enlarge/Reduce
Find Steed
Flame Blade
Flaming Sphere
Heat Metal
Magic Weapon
Maximilian’s Earthen Grasp
Mirror Image
Misty Step
Power Word Blind
Rimes Binding Ice
Scorching Ray
Shadow Blade
Shatter
Spiritual Weapon
Tasha's Caustic Brew
3rd Level
Ashardalon’s Stride
Blinding Smite
Call Lightning
Conjure Barrage
Erupting Earth
Fireball
Flame Shot
Fly
Haste
Hunger of Hadar
Lightning Arrow
Lightning Bolt
Melf’s Minute Meteors
Sleet Storm
Spirit Shroud
Thunder Step
Tidal Wave
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.
When you hit a creature with an attack using a bonded weapon you may change the damage type to fire, acid, lightning, cold or thunder damage. In addition, once per turn you may expend a spell slot to deal extra damage of the same type. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.
Starting at level 3, you regain all of your first-level spell slots whenever you finish a short or long rest.
Beginning at 7th level, you can use an action to cast a spell before or after taking a second action on your turn, as long as that second action is not the Magic action.
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 whenever you use your Action Surge. You can teleport before or after the additional action.
Starting at 18th level, you deal an extra 1d8 fire, acid, lightning, cold, or thunder damage whenever you hit a creature with your bonded weapon.