Dungeons & Dragons: How to Build the Perfect Eldritch Knight
The Eldritch Knight of Dungeons & Dragons is a Fighter subclass that combines the martial and arcane in a powerful blend of magic and melee. Drawing from their knowledge of protective and destructive magic, they can put themselves easily on the frontline, providing a protective barrier between their lesser-armored allies and dangerous foes.
Combining magic and melee has some major advantages, but players really needs to know how to build their character for maximum effect. The right racial bonuses and attributes, stat allotment, spells and feats can guarantee that the very thin line between the martial and the arcane can be crossed with great reward rather than severe consequence.
Related: The Best D&D Feats for Wizards
Maximize the Eldritch Knight's Strength and Constitution
Even though the Eldritch Knight has arcane knowledge, they still need to be powerful fighters. This means pouring as many points as possible into Strength and Constitution. Ideally, these should both have at least 16 points in them to provide the Eldritch Knight with the ability to make powerful melee attacks while also being able to take hits.
After those, prioritize Intelligence, which establishes the Eldritch Knight's spellcasting DC and modifier. With the right racial bonuses, there should be enough points left in the pool to ensure Intelligence is at least 12. Because of this subclass' abilities and build, Dexterity won't be nearly as essential as it typically is for Fighters, so 10 is fine to start with.
The Best Racial Choices for an Eldritch Knight
There are a number of races that work well for the Eldritch Knight build, but none more powerful than the Mountain Dwarf. Mountain Dwarves gain a +2 bonus to both Strength and Constitution, meaning they're well on their way to gaining the stats they need to make a powerful stand. All Dwarves gain an automatic +2 to Constitution, but only the Mountain Dwarf can also add that +2 to Strength.
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Half-Orc, Orc, Leonin, Goliath and Loxodon are also good options, as they all gain +2 to Strength and +1 to Constitution. Any race that grants a significant bonus to Strength, Constitution or both is well-worth pursuing, so look through the stat bonuses each race gains before choosing.
The Best Backgrounds for an Eldritch Knight
Background choice should be related to the character being created, but there are some options that enhance a Eldritch Knight build. Sage provides proficiency in Arcana and History and allows the player to choose scholarly training as a Wizard's apprentice -- which could be a great leaping off point for where they forged their arcane foundation.
On the flip side, Soldier provides proficiency in Athletics and Intimidation, and it's great for explaining where the knight learned their martial skills, gained a rank and shaped their viewpoint on war and battle. There is also an option to sit down with the Dungeon Master and customize a background to make it specific and suitable to the Eldritch Knight's history and proficiencies.
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The Best Feats for an Eldritch Knight
Feats can give an Eldritch Knight build some powerful advantages. Becoming a Warcaster grants advantage on Constitution saving throws, which help maintain concentration for ongoing spells. It also allows the Eldritch Knight to use a spell attack as an attack of opportunity, as well as the ability to cast without using somatic components -- which is perfect for a character who already has their hands full with a shield and weapon.
Magic Initiate allows the player to choose another magical class, like the highly recommended Warlock for access to Eldritch Blast and Hex. They gain access to two cantrips and one first level spell that can be cast at its lowest level once per long rest.
Elemental Adept allows the player to choose a type of magical damage and makes it so any spells they cast of that element ignore resistances to that type of magic. This feat can be chosen multiple times, each time creating another magical damage resistance breaker that could come in handy against powerful enemies.
Related: D&D: Understanding Immunities, Resistances & Vulnerabilities Can Be a Game Changer
The Eldritch Knight's Abilities and Best Spells
When the Knight begins leveling up, they gain access to two cantrips from the Wizard spell list. The spells for their first level spell slot must be Wizard spells chosen from the School of Abjuration or Evocation. The maximum spell slot level for the Eldritch Knight is four, which is received at level 19, and the maximum number of slots they earn without deviating from their build is 11.
Powerful cantrips for the Eldritch Knight include Green Flame Blade and Booming Blade. Spells like Find Familiar, Protection from Good and Evil, Shadow Blade, Fireball and Greater Invisibility provide huge advantages.
RELATED: The Best D&D Feats for Fighters
At level three, Eldritch Knights learn to perform a ritual that lets them bond with a favorite weapon. This means they can't be disarmed of that weapon as long as they are not incapacitated and the weapon is on the same plane of existence. They can bond with up to two weapons, though only one can be summoned using a bonus action.
At seventh level, the Eldritch Knight gains access to War Magic, which allows them to cast a cantrip as their action and a melee weapon attack as their bonus action. With Eldritch Strike at level 10, they carve through enemy magical resistances with their weapons, forcing disadvantage on saving throws against a spell attack before the end of the Knight's next turn.
Action surge creates an opportunity to teleport up to 30 feet using the Arcane Charge feature at level 15. Level 18 improves the War Magic feature, allowing the Knight to cast a spell instead of a cantrip on their turn, then use their bonus action to make a melee weapon attack.
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Why Amazon's I Know What You Did Last Summer Is Rated 18+About The Author
Artist, writer, avid gamer, lover of comics, manga and anime and all around nerd, Jennifer has been creating online content for numerous websites for over 15 years. She can generally be found on Tuesday nights playing Drow Warlock Zaelien Vel'rai in the So Many Levels D&D campaign on Twitch!
Eldritch Knight 5e Guide
What is this guide?
This guide is meant as a deep dive into the Fighter Subclass, the Eldritch Knight. You can find a full overview on the Fighter class here: DnD 5e Fighter.
For our full class guides, we use the following color rating scheme:
- Red isn’t going to contribute to the effectiveness of your character build at all
- Orange is an OK option
- Green is a good option
- Blue is a great option, you should strongly consider this option for your character
- Sky Blue is an amazing option. If you do not take this option your character would not be optimized
For our Subclass Guides, we focus mainly on the Blue and Sky Blue options, because the other options are discussed in the 5e Fighter Guide or other Subclass Guides.
What is an Eldritch Knight?
Eldritch Knights are Fighters that gain access to the subtle arts of spellcasting. Much like Rangers and Paladins, Eldritch Knights are semi-caster classes, but they only gain spells slots up to 4th Level. They are limited to the Wizard’s spell list and can usually only cast abjuration and evocation based spells.
The Eldritch Knight’s gains access to the best defensive spells in the business: Shield, Absorb Elements, Blur, Mirror Image, etc. are all extremely effective ways to help your heavy armored Fighter avoid getting hit in combat.
Your spells also afford your some versatility in combat, which can help mix up your options and make the character more fun to play.
Fighters need a strong physical ability modifier (STR or DEX) as well as a high CON modifier, this leaves very little room leftover to your spellcasting ability modifier, INT. They also gain access to a very limited pool of spell slots.
Eldritch Knights can offset this downside by exclusively using spells that don’t require a spellcasting modifier. While this is the optimal way to play and Eldritch Knight, it decreases their versatility in things such as crowd control or out-of-combat utility.
Another limitation of the Eldritch Knight is their reliance on the War Caster feat, especially if they are planning on going for the “sword and board” style that is focused on in this guide. If you plan on using a shield, you will need the War Caster feat in order to ignore the somantic components of the spells you cast.
Before You Start
Despite being an INT based semi-caster, we will be not be prioritizing the INT stat in favor of STR and CON for reasons explained above.
There are viable DEX based Eldritch Knight builds, but we are sticking with the one true purpose of Eldrtich Knights: get our AC as high as possible. To do this, you need full plate. To wear full plate, you need STR.
Dwarf: +2 CON and a free resistance to poison. Eldritch Knights are very interested in this.
- Mountain: +2 to STR on top of the Dwarves +2 to CON makes Mountain Dwarves the ideal choice in terms of racial bonuses.
Dragonborn: +2 to STR is beneficial for Eldritch Knight, but the +1 to CHA is wasted. Breath Weapon is also a nice AoE attack that scales with character progression.
Half-Elf: Half-Elf is a solid choice to take for your Eldritch Knight. Being able to boost STR and CON leaves you with solid starting ability scores and the resistance to charm/sleep and Darkvision are both super useful.
Half-Orc: Half Orc’s get you +2 STR and +1 CON. Dark-Vision is nice, proficiency in Intimidation will help you with helping in social situation, Relentless Endurance is a nice bonus, and Savage Attacks is just plain savage.
Variant Human: get to boost to STR and CON and any of the numerous awesome feats for EK. One thing with the Vuman feat is you will be unable to take Warcaster because, RAW, you need to be able to cast at least 1 spell before you can take the feat.
For this section, due to the sheer number of backgrounds available, I am simply going to list the most useful Fighter Backgrounds.
- Sailor: Proficiency in Athletics and Perception would be good enough to make this a great option. If you are playing in a campaign that involves boats in any way, this turns into an amazing option.
- Soldier: Proficiency with Athletics and Intimidation is certainly a good choice, especially because Intimidation can add to your utility for the party. Proficiency in the gaming set and land vehicles isn’t awesome but could be useful in certain circumstances.
Ability Score Increases (ASI): Thanks to being a Fighter, you gain access to ASIs at 6th, 8th, 12th, 14th, 16th, and 19th level.
STR: Eldritch Knights are Fighters, Fighters need to be dealing consistent damage every turn.
CON: Fighters are a tanking class. Eldritch Knights specialize in mitigating getting hit but when you inevitably get hit, you will want a high CON score to help soak damage.
INT: Intelligence is your spellcasting modifier. Because of the play-style of Eldritch Knights, it is best to pump STR and CON and stick to spells that don’t use your spellcasting modifier. For a breakdown of the best spells to use for Eldritch Knights, see our Spells section.
Fighter Class Progression
Hit Points and Hit Dice: Refer to the 5e Fighter Guide
Saves: Refer to the 5e Fighter Guide
Proficiencies: Refer to the 5e Fighter Guide
Skills: Refer to the 5e Fighter Guide
Fighting Style: This choice comes down to the question, “do I want to maximize my AC or do a bit more damage?”
- Defense: The name of the game for Eldritch Knights is absurdly high AC, this is necessary to get your there.
- Dueling: This option will help boost your damage at the cost of that sweet, sweet +1 to AC that Defense will provide. If you aren’t particularly fussed about it and want to do more damage, this is the choice for you.
Second Wind: 1d10 + Fighter level as a bonus action is certainly a great feature for someone who is going to be in the middle of most fights.
Action Surge: Refer to the 5e Fighter Guide
Martial Archetype: Eldritch Knight
Spellcasting: Most of the time you’re going to be using your spell slots for reaction-based defensive spells (like Shield and Absorb Elements) until you get to 13th level and you’re able to pick up Fireball. These spells are a great way to make your Fighter more versatile in combat. We will be covering which spells are best to grab in our Spells section below.
Weapon Bond: Never being without your weapon is a great thing, even outside of combat situations.
Extra Attack: At this point, until 7th Level, Booming Blade and Green Flame Blade do not do as much damage as taking 2 attacks.
War Magic: This bring the effectiveness of Booming Blade and Green Flame Blade back online because you get the bonus action attack when you cast a Cantrip. This means that you can use your action to cast the BB or GFB cantrip in which you get your first attack, then attack again with your bonus action.
Depending on your setup, it can even be superior to your three attacks at level 11.
Indomitable: Refer to the 5e Fighter Guide
Eldritch Strike: This is an absolutely amazing tool to help Eldritch Knights overcome their low INT modifier. Disadvantage takes on average -5 to a roll, so at this point, if you hit a creature with your weapon the turn before, you essentially have a +5 to your INT for the sake of casting a spell that causes a saving throw. This makes spells like Banishment much more viable starting at this level.
Arcane Charge: This essentially gives you another turn (minus the bonus action) that you can use at will and regain after a short rest. This fact that the teleport allows you to navigate the battlefield unimpeded makes this especially effective.
Improved War Magic: By 18th level, you are outputting a ton of damage with your melee attacks. However, when you can hit with an a spell like fireball and keep attacking, you can easily outpace your damage from attacking normally.
We cover the best feats for Fighters in our 5e Fighter Guide, the only changes would be:
- Magic Initiate: Magic Initiate is a great choice for Eldritch Knights. Your best options would either be Warlock for Hex and Eldritch Blast or Cleric for Shield of Faith and Guidance.
- Polearm Master: Polearm Master isn’t going to be great for an Eldritch Knight build for a number of reasons: 1. you have to use a reach weapon which will limit you ability to wear a shield. 2. This doesn’t combine well with War Caster, Eldritch Knight’s best feat, because of the implication on Booming Blade and Green Flame blade that restrict it to 5ft. You would have to take Spell Sniper as another feat to make this combo work at which point you are giving up a ton of ASIs for an albeit awesome combo.
- Sentinel: Because Eldritch Knights are so hard to hit, you may find your DM directing attacks at squishier party members. Sentinel goes a long way to getting extra damage in and protecting your party members.
- War Caster: War Caster is an extremely beneficial feat to have as an Eldritch Knight. Gaining proficiency to Concentration checks will be important for keeping Blur, Mirror Image, and Haste up and running. Due to your limited spell slots, you really don’t want to waste a spell by losing Concentration on it. This also allows you to cast a Cantrip when you get an opportunity attack. This works AMAZING with Booming Blade. War Caster is also extremely important because it allows you to cast spells with somatic components even when both of your hands are full which is super important for the EK tank build.
If you are going for an optimal build, Eldritch Knights shouldn’t typically rely on damage spells or spells that give the creature a saving throw. This is because you will be able to continue to drop INT while focusing on STR and CON. Spells marked with an asterik (*) are outside of the abjuration and evocation schools of magic. These can be learned at 3rd, 8th, 14th, and 20th level.
- Blade Ward: This may seem like a good option, but usually taking the Dodge action is more effective, especially with your high AC. It can have uses if you are entering a room you think might be trapped, or are in dire straights and don’t have any spell slots left but still need to get a hit off with War Magic.
- Green Flame Blade: This is an awesome tool to have in your repertoire for when enemies start to cluster together. This gains the most traction between 7th and 10th level because you gain access to War Magic, so you still have your extra attack PLUS the damage dice is 1d8 + INT modifier, instead of just the INT modifier.
- Booming Blade: Another great Cantrip + bonus attack option for when you pick up War Magic
- Absorb Elements: Amazing use for your reaction, being able to half the elemental damage and turn it into more attack power is exactly the kind of stuff Eldritch Knights are looking to do.
- Burning Hands: Decent option if you can catch a bunch of creatures in the cone. Might be a bit lackluster due to your low save DC.
- Find Familiar*: Seeing as your familiar gets to take a turn of its own but can’t attack, having it take the help action to give you advantage on attacks every turn. This is a great option.
- Mage Armor: Seeing as you have proficiency in all armor you will likely never take this.
- Magic Missile: Guaranteed damage when you need it but I can’t imagine you will ever want to use this over your attacks..
- Protection from Evil and Good: Awesome defensive buff to use when facing certain foes
- Shield: This is likely one of the best spells in your repertoire. It doesn’t require any INT to be able to cast and is a great use of reactions.
- Thunderwave: Decent AoE spell but seeing as your Spell Save DC will be low compared to your level this could have underwhelming effects.
- Blindness/Deafness*: Great debuff that will give you advantage on all of your attacks. Unfortunately, this isn’t viable for Eldritch Knights until they gain Eldritch Strike at Level 10. By the time you reach 14th level and get access to any school’s spells, you will have better things to choose than this.
- Blur*: Absolutely incredible choice, requires concentration but enemies will have a bad time trying to hit a target that has +20 AC while they have disadvantage.
- Hold Person*: Suffers from the same issues at Blindness/Deafness unfortunately.
- Misty Step: Cast as a bonus action and gives you awesome mobility and the ability to get out of sticky situations. This is a take for sure.
- Mirror Image*: No concentration, but the duplicates low AC doesn’t make this as effective as Blur.
- Scorching Ray: Again, you’re going to be staying away from damage spells that require a spell attack or save. If you need a ranged option I would likely stick with a javelin.
- Shadow Blade*: If you have a magic weapon, this can be left by the wayside. If you don’t, this is a solid pick.
- Shatter: This is essentially a 2nd level Thunderwave with better damage, But it’s going to be tough with your low INT modifier.
- Fireball: Your low INT modifier might make this a bit of a less attractive option, but with 8d6 damage and a large AoE, Fireball is a solid option whenever you can target a group of enemies.
- Fly*: This is a great pick up at 14th level when you can choose a spell from any school of magic. Having the flight ability gives you tons of mobility and advantage over grounded opponents.
- Haste*: Awesome buff but again is outside of the abjuration and evocation school. It would be a pretty good pickup regardless.
- Lightning Bolt: Between Fireball and Lightning Bolt, the win usually goes to Fireball. It is just too hard to get a large number of creatures in a line.
- Magic Circle: This is a great spell but is too situational to use up one of your limited spells on.
- Protection from Energy: This is typically outshined by Absorb Elements except in the specific circumstances when you are constantly being subjected to a type of damage.
- Slow*: An amazing debuff that can work well now that you have access to Eldritch Strike.
- Banishment: Really, really good option but your Spell Save DC is likely too low to use this reliably even with Eldritch Strike.
- Dimension Door*: Great mobility option.
- Fire Shield: Awesome defensive and offensive option. Activate, run into the fray, enjoy all your extra damage!
- Greater Invisibility*: Really good spell to get in and do a lot of damage. One downside is that, as a Fighter, you are supposed to be taking damage off your party members. You can’t exactly do that if you’re invisible.
- Ice Storm: Similar damage to Fireball. There are a lot better spells to be cast with your 4th level.
- Polymorph*: Awesome to take a big baddie out of the fight. Similar issues to Banishment.
- Stoneskin: Good defensive option. The downside is you will likely be getting hit with magical attacks a decent chunk of the time when you are past level 19.
- Wall of Fire: Probably your best option with a 4th level slot. Really great at controlling the battlefield, even if your save DC is low.
Other Fighter Subclass Guides
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Source: Player's Handbook
|Eldritch Knight Spellcasting||Spell Slots per Spell Level|
|Fighter Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
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 evocation 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 evocation 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 evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
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
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.
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 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 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.
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