D&D: The Worth of Steel
The Eldritch Knight combines martial prowess with a careful study of magic. Using abjuration and evocation magic to augment their physical abilities, they can unpredictable and dangerous foes to spellcasters and warriors alike.
Spellcasting: You do not need to prepare spells and do not require a spellbook to store your magical knowledge, but otherwise your spellcasting is similar to a wizard's. You use your Intelligence modifier to determine your spell attack modifier and spell save DC.
Weapon Bond: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. After completing the ritual (which takes one hour but may be done during a rest). You cannot be disarmed of your bonded weapon unless you are incapacitated. If your bonded weapon is on the same plane of existence, you can summon that weapon to hand with a bonus action, teleporting it to your hand. You can have up to two bonded weapons, but may replace one of your bonds at any time.
War Magic: Starting at level 7, when you cast a cantrip, you may make a weapon attack as a bonus action. At 18th level, you are able to use this ability after casting any spell.
Eldritch Strike: at level 10, your strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge: At level 15, you gain the ability to teleport up to 30 feet to an unoccupied space when you use your Action Surge. You can teleport before or after the additional action.