Eldritch Knight is a Subclass of Fighter in Baldur's Gate 3. Fighters primary ability is Strength, their saving throw proficiencies are Strength & Constitution and they have a Hit Dice of 1d10. They have proficiency with Simple weapons, Martial Weapons, Light Armour, Medium ArmourHeavy Armour, and Shields.

 

Eldritch Knights study magic to supplement their weaponry, allowing them to overcome resistance from the toughest foes.

 
 
 
 

 

BG3 Eldritch Knight Class Features

Eldritch Knight Spellcasting

  • Third Spellcasters: Gains spellcasting at level 3. Unlocks new spell level every 6 Fighter levels starting at level 3, up to level 2 spells.
  • Cantrips: Starts with 2 Cantrips at level 3 (gains additional cantrips at level 10)
  • Spell Save DC: 8 + your Proficiency bonus + your Intelligence modifier
  • Spell Attack Modifier: your Proficiency bonus + your Intelligence modifier
  • Known Spells: See table.
  • Spell List: Known Casters. Cannot change equiped spells freely. Can only swap equiped spells on level up.
  • ritual spell icon Ritual Casting: No

 

BG 3 Eldritch Knight Progression

 

BG3 Eldritch Knight Spell Slots

Level Cantrips Spells Known I II
Level 3 Eldritch Knight 2 2 2 -
Level 4 Eldritch Knight 2 3 3 -
Level 5 Eldritch Knight 2 4 3 -
Level 6 Eldritch Knight 2 4 3 -
Level 7 Eldritch Knight 2 5 4 2
Level 8 Eldritch Knight 2 6 4 2
Level 9 Eldritch Knight 2 6 4 2
Level 10 Eldritch Knight 3 7 4 3
Level 11 Eldritch Knight 3 8 4 3
Level 12 Eldritch Knight 3 8 4 3

 

BG3 Eldricth Knight Build: Blazing Battlemage

 

 

BG3 Eldritch Knight Tips & Builds

  • Although the Eldritch Knight has spells, focusing on buff spells is best, it is unusual for your save to be high, so mage armor (if you are DEX based), shield, long strider, Enhance Leap and Expeditious Retreat are all good choices for level 1.
  • The Eldritch Knight gains spells known at different levels either from the EK spell list (Evo and Abj spells only) at levels 3, 4, 7,10,11 and the Wizard (Expanded; Any spell school) spell list at levels 3 and 8. You can't learn spells from scrolls, but you can use the scrolls to cast spells to maximize Eldritch Strike.
  • Bound weapon with thrown property + tavern brawler + dueling fighting style can help you deal a lot of damage. You may also equip the Ring of Flinging for +1d4 extra damage.
  • To get the most out of this subclass, dip at least 1 level in Wizard. This will give you eventual access to level 3 spell slots(earliest at EK 3 Wizard 4), as well as ritual casting without using a feat and Arcane Recovery. And while depending on your level mix you may not be able to learn third level spells by natural progression, your Wizard level(s) will allow you to scribe them into your spellbook from scrolls.
  • Multiclassing an Eldritch Knight with a Barbarian is viable. You will be able to cast spells such as Enhanced Leap before entering Rage and retain it. The Barbarian rage only breaks concentration, so the Enhanced Leap will remain active for the entire duration.
  • From the Comments Section a build was suggested, named: The Immortal Eldritch Bonk:

    Get Tavern Brawler to add twice the Strength to your throws
    Get Shattered Flail and bond with it so it will come back to your hand once thrown (This way you can hit an enemy every turn by simply throwing and you get an awesome heal too )
    Get dueling fighting style to add + 2 damage
    Get Caustic Band Ring ( Myconid colony trader ) + 2 acid damage with weapon attacks
    Get Ring of Flinging ( Emerald Grove Trader ) + 1d4 for throwing damage

    Simply throw the mace on the attack, then do awesome damage and heal yourself from the mace effect. (Use the camp clothes visual and just stay in your underwear for that caveman vibe )

 

All Fighter Spells in Baldurs Gate 3

 

All Fighter Spells Comparison Table
All Fighter Spells Gallery

 

You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.

Quick Search of All Spells 

Name Level School Casting time Description
acid splash spell baldursgate3 wiki guide 150px 2
Acid Splash
Cantrip Conjuration action icon baldursgate3 wiki guide 25pxAction

1~6 Damage
1d6 dice acid icon baldursgate3 wiki guide1d6 damage acid icon bg3 wiki guideAcid

Throw a bubble of acid that damage each creature it hits.

range icon baldursgate3 wiki guide 25px 18mcon icon baldursgate3 wiki guide 48px DEX Save spellcasting ability icon baldurs gate 3 wiki guide 25px INT

bone chill spell baldursgate3 wiki guide 64px
Bone Chill
Cantrip Necromancer action icon baldursgate3 wiki guide 25pxAction 1~8 Damage
 1d18 necrotic icon bg3 wiki 48px1d8 damage necrotic icon bg3 wiki guideNecrotic

Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.

chill touch spell baldursgate3 wiki guide 150px 2 1 turn
 range icon baldursgate3 wiki guide 25px 18m spellcasting ability icon baldurs gate 3 wiki guide 25px INT

firebolt spell baldursgate3 wiki guide 150px 2
Fire Bolt
Cantrip Evocation action icon baldursgate3 wiki guide 25pxAction

 1~10 Damage
1d10 fire dice icon baldursgate3 wiki guide 40px1d10 damage fire icon bg3 wiki guideFire

Hurl a mote of fire.

range icon baldursgate3 wiki guide 25px18m spellcasting ability icon baldurs gate 3 wiki guide 25px INT

poison spray spell baldursgate3 wiki guide 150px 2
Poison Spray
Cantrip Conjuration action icon baldursgate3 wiki guide 25pxAction 1~12 Damage
 1d12 poison dice icon baldursgate3 wiki guide 40px1d12 damage poison icon bg3 wiki guidePoison

Project a puff of noxious gas.

range icon baldursgate3 wiki guide 25px3m saving throw icon baldursgate3 wiki guide 48pxCON Save spellcasting ability icon baldurs gate 3 wiki guide 25px INT

ray of frost spell baldursgate3 wiki guide 150px 2
Ray of Frost
Cantrip Evocation action icon baldursgate3 wiki guide 25pxAction

1~8 Damage
1d8 dice icon baldursgate3 wiki guide1d8 damage cold icon bg3 wiki guideCold

Reduce the target's Movement Speed by 3m.

ray of frost spell baldursgate3 wiki guide 150px 2 1 turn
range icon baldursgate3 wiki guide 25px18m  spellcasting ability icon baldurs gate 3 wiki guide 25px INT 

shocking grasp spell baldursgate3 wiki guide 150px 2
Shocking Grasp
Cantrip Evocation action icon baldursgate3 wiki guide 25pxAction

1~8 Damage
1d8 lightning dice icon baldursgate3 wiki guide 40px1d8 damage lightning icon bg3 wiki guideLightning

The target cannot use reactions. This spell has Advantage on creatures with metal armour.

shocking grasp spell baldursgate3 wiki guide 150px 21 turn
icon weapon type bg3 wiki guideMelee  spellcasting ability icon baldurs gate 3 wiki guide 25px INT

blade ward spell baldursgate3 wiki guide 150px 2
Blade Ward
Cantrip Abjuration action icon baldursgate3 wiki guide 25pxAction 

Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.

blade ward spell baldursgate3 wiki guide 150px 2 2 Turns
spellcasting ability icon baldurs gate 3 wiki guide 25px INT

friends spell baldursgate3 wiki guide 150px 2
Friends
Cantrip Enchantment action icon baldursgate3 wiki guide 25pxAction 

Gain Advantage on Charisma Checks against a non-hostile creature.
Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster.

friends spell baldursgate3 wiki guide 150px 210 Turns
range icon baldursgate3 wiki guide 25px 9m concentration icon 1 baldursgate3 wiki guide 25pxConcentration spellcasting ability icon baldurs gate 3 wiki guide 25px INT

dancing lights spell baldursgate3 wiki guide 150px 2
Dancing Lights
Cantrip Evocation action icon baldursgate3 wiki guide 25pxAction

Illuminate a 9m radius.

dancing lights spell baldursgate3 wiki guide 150px 210 Turns
range icon baldursgate3 wiki guide 25px18m concentration icon 1 baldursgate3 wiki guide 25pxConcentration spellcasting ability icon baldurs gate 3 wiki guide 25px INT

light spell baldursgate3 wiki guide 150px 2
Light
Cantrip Evocation action icon baldursgate3 wiki guide 25pxAction

Infuse an object with an aura of light.

light spell baldursgate3 wiki guide 150px 2 Until Long Rest
icon weapon type bg3 wiki guide Melee  con icon baldursgate3 wiki guide 48pxDEX Save spellcasting ability icon baldurs gate 3 wiki guide 25px INT

mage hand spell baldursgate3 wiki guide 150px 2
Mage Hand
Cantrip Conjuration action icon baldursgate3 wiki guide 25pxAction

Create a spectral hand that can manipulate and interact with objects.

mage hand spell baldursgate3 wiki guide 150px 210 Turns
range icon baldursgate3 wiki guide 25px18m spellcasting ability icon baldurs gate 3 wiki guide 25px INT

minor illusion spell baldursgate3 wiki guide 150px 2
Minor Illusion
Cantrip Illusion action icon baldursgate3 wiki guide 25pxAction Create an illusion that compels nearby creatures to investigate
10 turns

range icon baldursgate3 wiki guide 25px 18m spellcasting ability icon baldurs gate 3 wiki guide 25px INT
true strike spell baldursgate3 wiki guide 150px 2
True Strike
Cantrip Divination action icon baldursgate3 wiki guide 25pxAction Gain Advantage on your next Attack Roll.

true strike spell baldursgate3 wiki guide 150px 2 2 turns

range icon baldursgate3 wiki guide 25px18mconcentration icon 1 baldursgate3 wiki guide 25px Concentration spellcasting ability icon baldurs gate 3 wiki guide 25px INT
charm person spell baldursgate3 wiki guide 150px 2
Charm Person
Level 1 Enchantment action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking.
Enemies have Advantage on Saving Throws against being Charmed. 
When the spell ends, the target might accuse you of Charming them.

charmed icon baldurs gate 3 wiki guide 64px10 Turns

range icon baldursgate3 wiki guide 25px18m con icon baldursgate3 wiki guide 48pxWIS Save spellcasting ability icon baldurs gate 3 wiki guide 25px INT
burning hands spell baldursgate3 wiki guide 150px 2
Burning Hands
Level 1 Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot

3~18 Damage
8d6 fire icon bg3 wiki 48px3d6damage fire icon bg3 wiki guideFire
Each flammable target is hit with 3∼18 Fire damage.

  • On Save: Targets still take half damage.

radius icon action bg3 wiki 48px5M saving throw icon baldursgate3 wiki guide 48pxDEX Save spellcasting ability icon baldurs gate 3 wiki guide 25pxINT

chromatic orb spell icon baldurs gate3 wiki guide 64px
Chromatic Orb
Level 1 Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot

3~24 Damage
3d8 thunder dice baldurs gate3 guide 40px 3d8 Thunder

Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage. 

icon range bg3 wiki guide18m spellcasting ability icon baldurs gate 3 wiki guide 25px INT

colour spray spell baldursgate3 wiki guide 150px 2
Colour Spray
Level 1 Illusion action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot

Blind creatures up to a combined 33 hit points.

colour spray spell baldursgate3 wiki guide 150px 21 Turn
radius icon action bg3 wiki 48px 5m spellcasting ability icon baldurs gate 3 wiki guide 25px INT

desguise self spell baldursgate3 wiki guide 150px 2
Disguise Self
Level 1 Illusion action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Magically change all aspects of your appearance.

spellcasting ability icon baldurs gate 3 wiki guide 25px INT
jump spell baldursgate3 wiki guide 150px 2
Enhance Leap
Level 1 Transmutation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Triple a creature's jumping distance.

jump spell baldursgate3 wiki guide 35px10 Turns

icon weapon type bg3 wiki guideMelee spellcasting ability icon baldurs gate 3 wiki guide 25px INT
expeditious retreat spell baldursgate3 wiki guide 150px 2
Expeditious Retreat
Level 1 Transmutation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Gain Dash immediately and as a bonus action on each of your turns until this spell ends.

expeditious retreat spell baldursgate3 wiki guide 150px 2Until Long Rest

concentration icon 1 baldursgate3 wiki guide 25pxConcentration spellcasting ability icon baldurs gate 3 wiki guide 25px INT
false life spell baldursgate3 wiki guide 150px 2
False Life
Level 1 Necromancy action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Gain 7 temporary hit points.

false life spell baldursgate3 wiki guide 150px 2Until Long Rest
spellcasting ability icon baldurs gate 3 wiki guide 25px INT
feather fall spell baldursgate3 wiki guide 150px 2
Feather Fall
Level 1 Transmutation bonus action icon baldursgate3 wiki guide 25pxBonus Action 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
You and nearby allies Immunity to Falling damage.

feather fall spell baldursgate3 wiki guide 150px 210 Turns

range icon baldursgate3 wiki guide 25px 9m spellcasting ability icon baldurs gate 3 wiki guide 25px INT
find familiar spell baldursgate3 wiki guide 150px 2
Find Familiar
Level 1 Conjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Summon a familiar, a fey spirit that takes an animal form of your choosing. 

range icon baldursgate3 wiki guide 25px18m spellcasting ability icon baldurs gate 3 wiki guide 25px INT
fog cloud spell baldursgate3 wiki guide 150px 2
Fog Cloud
Level 1 Conjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
The cloud Blinds and Heavily Obscures creatures within it.
10 Turns

radius icon action bg3 wiki 48px5mrange icon baldursgate3 wiki guide 25px18mconcentration icon 1 baldursgate3 wiki guide 25px 1 Concentration spellcasting ability icon baldurs gate 3 wiki guide 25px INT
grease spell baldursgate3 wiki guide 150px 2
Grease
Level 1 Conjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Cover the ground in grease, slowing creatures within and possibly making them fall Prone.

grease spell baldursgate3 wiki guide 35px 110 Turns
radius icon action bg3 wiki 48px4m range icon baldursgate3 wiki guide 25px18m saving throw icon baldursgate3 wiki guide 48pxDEX Save  spellcasting ability icon baldurs gate 3 wiki guide 25px INT
ice knife spell bg3 wiki guide 64px
Ice Knife
Level 1 Conjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot

1d10 cold die bg3 wiki guide1d10 damage piercing icon bg3 wiki guidePiercing  +2d6 damage cold icon bg3 wiki guideCold


Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface.
2 turns

  • On Miss: The shard of ice still explodes.

radius icon action bg3 wiki 48px2m range icon baldursgate3 wiki guide 25px18msaving throw icon baldursgate3 wiki guide 48pxDEX Save spellcasting ability icon baldurs gate 3 wiki guide 25px INT
longstrider spell baldursgate3 wiki guide 150px 2
Longstrider
Level 1 Transmutation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Increase a creature‘s movement speed by 3m.

longstrider spell baldursgate3 wiki guide 35pxUntil Long Rest
icon weapon type bg3 wiki guideMelee spellcasting ability icon baldurs gate 3 wiki guide 25px INT
mage armour spell baldursgate3 wiki guide 150px 2
Mage Armour
Level 1 Abjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier.

mage armour spell baldursgate3 wiki guide 150px 2Until Long Rest
icon weapon type bg3 wiki guideMelee spellcasting ability icon baldurs gate 3 wiki guide 25px INT
magic missile spell baldursgate3 wiki guide 150px 2
Magic Missile
Level 1 Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot

1d4+4 force dice icon baldursgate3 wiki guide 40px3d4+3 Force

Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target.

range icon baldursgate3 wiki guide 25pxRange: 18m spellcasting ability icon baldurs gate 3 wiki guide 25px INT
protection from good and evil spell baldursgate3 wiki guide 150px 2
Protection from Evil and Good
Level 1 Abjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.

protection from good and evil spell baldursgate3 wiki guide 150px 2Until Long Rest
icon weapon type bg3 wiki guideMelee  icon concentration bg3 wiki guideConcentration spellcasting ability icon baldurs gate 3 wiki guide 25px INT
ray of sickness spell baldursgate3 wiki guide 150px 2
Ray of Sickness
Level 1 Necromancy action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
2d8 dice poison icon baldursgate3 wiki guide2d8damage poison icon bg3 wiki guidePoison

Possibly Poisons the target.

dead turns icon bg3 wiki 30px2 Turns
range icon baldursgate3 wiki guide 25px18mcon icon baldursgate3 wiki guide 48px CON Save spellcasting ability icon baldurs gate 3 wiki guide 25px INT
shield spell bg3 wiki guide 64px
Shield
Level 1 Abjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot

When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.

shield of faith spell baldursgate3 wiki guide 150px 2Until Long Rest
spellcasting ability icon baldurs gate 3 wiki guide 25px INT

sleep spell baldursgate3 wiki guide 150px 2
Sleep
Level 1 Enchantment action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Put creatures into a magical slumber. Select targets up to a combined 24 hit points.

sleeping status effect baldursgate3 wiki guide 64px2 Turns
range icon baldursgate3 wiki guide 25px18m spellcasting ability icon baldurs gate 3 wiki guide 25px INT
tasha's hideous laughter spell baldursgate3 wiki guide spell baldursgate3 wiki guide 150px 2
Tasha's Hideous Laughter
Level 1 Enchantment action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot
Leave a creature Prone with laughter, without the ability to get up.

prone status effect icon baldurs gate3 guide 64px10 turns

range icon baldursgate3 wiki guide 25px 18msaving throw icon baldursgate3 wiki guide 48pxWIS Save icon concentration bg3 wiki guideConcentration spellcasting ability icon baldurs gate 3 wiki guide 25px INT
thunderwave spell baldursgate3 wiki guide 150px 2
Thunderwave
Level 1 Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot

2d8 thunder dice icon baldursgate3 wiki guide 55px 2d8 Thunder

Release a wave of thunderous force that pushes away all creatures and objects. 

  • On Save: Targets still take half damage.
    radius icon action bg3 wiki 48px5msaving throw icon baldursgate3 wiki guide 48pxCON Save spellcasting ability icon baldurs gate 3 wiki guide 25px INT
 
witch bolt spell baldursgate3 wiki guide 150px 2
Witch Bolt
Level 1 Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 1 Spell Slot

1d12 lightning dice icon baldursgate3 wiki guide 40px1d12 Lightning

Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it.

witch bolt spell baldursgate3 wiki guide 150px 210 Turns
range icon baldursgate3 wiki guide 25px18mconcentration icon 1 baldursgate3 wiki guide 25pxConcentration spellcasting ability icon baldurs gate 3 wiki guide 25px INT

arcanelock spell bg3 wiki guide 64px
Arcane Lock
Level 2  Abjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock.

arcanelock spell bg3 wiki guide 64px
10 turns
icon weapon type bg3 wiki guideMelee

blindness spell baldursgate3 wiki guide 65px 2 min
Blindness
Level 2 Necromancy action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Limit a foe's sight range. It is easier to hit, and the creature will miss more often.

blindness spell baldursgate3 wiki guide 150px 210 Turns
range icon baldursgate3 wiki guide 25px18m saving throw icon baldursgate3 wiki guide 48pxCON Save

blur spell baldursgate3 wiki guide 65px 2 min
Blur
Level 2 Illusion  action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Attackers have Disadvantage on Attacks Rolls against you.

blur spell baldursgate3 wiki guide 35px 110 Turns
concentration icon 1 baldursgate3 wiki guide 25pxConcentration

cloud of daggers spells bg3 wiki guide65px min
Cloud of Daggers
Level 2 Conjuration  action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

4~16 Damage
4d4damage slashing icon bg3 wiki guide Slashing

Conjure a cloud of spinning daggers that attack anyone inside.

cloud of daggers spells bg3 wiki guide64px10 Turns
range icon baldursgate3 wiki guide 25px18m   concentration icon 1 baldursgate3 wiki guide 25pxConcentration

 
crown of madness enchantment bg3 spell wiki guide65px min
Crown of Madness
Level 2 Enchantment action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.

crown of madness enchantment bg3 spell wiki guide64px3 Turns
range icon baldursgate3 wiki guide 25px18m saving throw icon baldursgate3 wiki guide 48pxWIS Save concentration icon 1 baldursgate3 wiki guide 25pxConcentration

darkness spell baldursgate3 wiki guide 65px 2
Darkness
Level 2 Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Create a dark shroud that Heavily Obscures and Blinds creatures within. 
Creatures cannot make ranged attacks into or out of it.

darkness spell baldursgate3 wiki guide 65px 210 Turns 

radius icon baldurs gate 3 wiki5m range icon baldursgate3 wiki guide 25px18m  concentration icon 1 baldursgate3 wiki guide 25pxConcentration
darkvision spell baldursgate3 wiki guide 65px 2 min
Darkvision
Level 2 Transmutation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Grant a creature the ability to see in the dark out to a range of 12m.

darkvision spell baldursgate3 wiki guide 35px 1Until Long Rest
icon weapon type bg3 wiki guideMelee
detect toughts spell baldursgate3 wiki guide 65px 2 min
Detect Thoughts
Level 2  Divination action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot 

Focus your mind to read the thoughts of certain creatures while talking to them.

detect toughts spell baldursgate3 wiki guide 35px 1Until Long Rest
concentration icon 1 baldursgate3 wiki guide 25px 1Concentration

enlarge reduce spell baldurs gate3 wiki guide 65px min
Enlarge/Reduce
Level 2 Transmutation  action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Make a creature larger or smaller to affect their weapon damage and Strength.

range icon baldursgate3 wiki guide 25px9m saving throw icon baldursgate3 wiki guide 48pxCON Save concentration icon 1 baldursgate3 wiki guide 25pxConcentration

flaming sphere spell baldursgate3 wiki guide 65px min
Flaming Sphere
Level 2 Conjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

2d6 fire dice icon baldursgate3 wiki guide 50px2d6damage fire icon bg3 wiki guideFire

Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.

flaming sphere spell baldursgate3 wiki guide 35px10 turns
On Save: Targets still take half damage.
range icon baldursgate3 wiki guide 25px18m  saving throw icon baldursgate3 wiki guide 48pxDEX Save concentration icon 1 baldursgate3 wiki guide 25pxConcentration 

gustofwind spell bg3 wiki guide 64px
Gust of Wind
Level 2  Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot
Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance.

off balance status effect icon baldurs gate3 guide 64px1 turn
radius icon action bg3 wiki 48px12m con icon baldursgate3 wiki guide 48px STR Save
hold person spell baldursgate3 wiki guide 65px 2 min
Hold Person
Level 2 Enchantment action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.

hold person spell baldursgate3 wiki guide 150px 210 turns
range icon baldursgate3 wiki guide 25pxRange: 18msaving throw icon baldursgate3 wiki guide 48pxWIS Save concentration icon 1 baldursgate3 wiki guide 25pxConcentration

invisivility spell baldursgate3 wiki guide 65px 2 min
Invisibility
Level 2 Illusion action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Touch a creature to turn it Invisible.
Attacks against it have Disadvantage. It attacks with Advantage.

invisivility spell baldursgate3 wiki guide 35px 110 turns
icon weapon type bg3 wiki guideMelee concentration icon 1 baldursgate3 wiki guide 25pxConcentration

knock spell transmutation school baldursgate3 wiki guide 64px
Knock
Level 2 Transmutation  action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot
Unlock an object that is held shut by a mundane lock.

range icon baldursgate3 wiki guide 25px18m
magic weapon spell transmutation bg3 wik 65px min
Magic Weapon
Level 2 Transmutation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.

magic weapon spell transmutation bg3 wik 64pxUntil Long Rest
icon weapon type bg3 wiki guideMelee concentration icon 1 baldursgate3 wiki guide 25pxConcentration

melft's acid arrow spell baldursgate3 wiki guide 65px 2
Melf's Acid Arrow
Level 2 Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

4d4damage acid icon bg3 wiki guideAcid + 2d4 Acid (Delayed)

Shoot a green arrow that covers the target and the ground with acid.
Deals 4-16 Acid damage immediately and 2-8 Acid damage at the end of the target's turn.

melft's acid arrow spell baldursgate3 wiki guide 35px 11turn
On Miss: Target still takes half the initial damage

mirror image spell baldursgate3 wiki guide 65px 2 min
Mirror Image
Level 2 Illusion action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
Whenever you successfully evade an attack, one of the duplicates disappears.

mirror image spell baldursgate3 wiki guide 35px 110 turns
range icon baldursgate3 wiki guide 25pxRange: 18m

misty step spell baldursgate3 wiki guide 65px 2 min
Misty Step
Level 2 Conjuration bonus action icon baldursgate3 wiki guide 25pxBonus Action
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Surrounded by silver mist, you teleport to an unoccupied space you can see.

range icon baldursgate3 wiki guide 25pxRange: 18m

phantasmal force spell bg3 wiki guide 65px min
Phantasmal Force
Level 2 Illusion action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered.

phantasmal force spell bg3 wiki guide 35px10 turns
icon range bg3 wiki guide18m saving throw icon baldursgate3 wiki guide 48pxINT Save concentration icon 1 baldursgate3 wiki guide 25pxConcentration

ray of enfeeblement spell baldursgate3 wiki guide 65px 2
Ray of Enfeeblement
Level 2 Necromancy action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Weaken a foe: they deal half damage with weapon attacks using Strength.

range icon baldursgate3 wiki guide 25px18m  concentration icon 1 baldursgate3 wiki guide 25pxConcentration

scorching ray spell baldursgate3 wiki guide 65px 2
Scorching Ray
Level 2 Evocation action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

6d6 damage fire icon bg3 wiki guideFire

Hur1 3 rays of fire. Each ray deals 2∼12 Fire damage.

range icon baldursgate3 wiki guide 25px 18m

seeinvisibility spell divination school baldursgate3 wiki guide 65px min
See Invisibility
 
Level 2 Divination action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot
Become able to see invisible creatures, and possibly reveal them to others.

seeinvisibility spell divination school baldursgate3 wiki guide 64pxUntil Long Rest
range icon baldursgate3 wiki guide 25px9msaving throw icon baldursgate3 wiki guide 48pxDEX Save
shatter spell baldursgate3 wiki guide 65px 2
Shatter
Level 2 Evocation  action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw.

On Save: Targets still take half damage.
icon range bg3 wiki guide18m saving throw icon baldursgate3 wiki guide 48pxCON Save

web spell baldursgate3 wiki guide 65px 2 min
Web
Level 2 Conjuration action icon baldursgate3 wiki guide 25pxAction 
spell slot icon baldursgate3 wiki guide 25px
Level 2 Spell Slot

Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.

range icon baldursgate3 wiki guide 25px18m saving throw icon baldursgate3 wiki guide 48pxDEX Save concentration icon 1 baldursgate3 wiki guide 25pxConcentration

All Fighter Spells Gallery

Eldritch Knight Fighter Cantrips

 

Lvl 1 Eldritch Knight Fighter Spells

 

Lvl 1 Eldritch Knight Fighter Expanded Spell List

  

 

 

 

Lvl 2 Eldritch Knight Fighter Spell List

 

Lvl 1 & 2 Eldritch Knight Fighter Spell List Expanded

 

 

 

 

 

 

 

 

 

Classes and Subclasses
Arcane Trickster  â™¦  Archfey  â™¦  Assassin  â™¦  Barbarian  â™¦  Bard  â™¦  Battle Master  â™¦  Beast Master  â™¦  Berserker  â™¦  Circle of Spores  â™¦  Circle of the Land  â™¦  Circle of the Moon  â™¦  Circle of the Spores  â™¦  Cleric  â™¦  College of Lore  â™¦  College of Swords  â™¦  College of Valour  â™¦  Conjuration School  â™¦  Divination School  â™¦  Draconic Bloodline  â™¦  Druid  â™¦  Enchantment School  â™¦  Fighter  â™¦  Gloom Stalker  â™¦  Hunter  â™¦  Illusion School  â™¦  Knowledge Domain  â™¦  Life Domain  â™¦  Light Domain  â™¦  Monk  â™¦  Nature Domain  â™¦  Necromancy School  â™¦  Oath of the Ancients  â™¦  Oath of Vengeance  â™¦  Oathbreaker  â™¦  Paladin  â™¦  Ranger  â™¦  Rogue  â™¦  Sorcerer  â™¦  Storm Sorcery  â™¦  Tempest Domain  â™¦  The Fiend  â™¦  The Great Old One  â™¦  Thief  â™¦  Transmutation School  â™¦  Trickery Domain  â™¦  War Domain  â™¦  Warlock  â™¦  Way of Shadow  â™¦  Wild Magic  â™¦  Wild Magic (Barbarian)  â™¦  Wizard



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    • Anonymous

      Eldritch Knight and Arcane Trickster must get their own separate class in the next D&D edition to work properly.

      Something like a Spellsword class, with EK, AT, and maybe one or two more as subclasses sounds perfectly reasonable to me.

      • Anonymous

        12 EK can actually be pretty cracked, build for INT and use elixer's for strength, use these weapons and stats
        Str 8
        dex 16 (+1)
        Con 14
        Int 15 (+2)
        wis 10
        Cha 8
        Flail of ages
        Mourning frost

        armor
        diadem of arcane synergy
        robe of supreme defences
        winter's clutches
        disintergating nightwalker's
        Cloak of protection

        accessories
        Necklace of Elemental augmentation
        Ring of elemental infusion or Strange conduit ring
        snowburst ring

        feats ASI Int Int, dual wielder, savage attacker, war caster (or magic initiate druid)

        What you end up with is a fighter who can do a metric ass tonne of frost damage, boosted by lots of concentration items, you can also crowd control with scrolls and have all the good stuff of being a fighter (action surge, 4 feats etc) you won't do as much as a sorcerer or a dedicated fighter, but you trade it in for versatility and the ability to freeze enemies on the spot, essentially taking them out of the fight if they're not immune to frost and if they are, a scroll of fireball, chain lightning or disintergrate will sort them nicely boosted by an int stat of 22 (mirror of loss/ethel's hair) you can also get 3 attacks each hit proccing two hits of encrusted with frost and the ability to hit chilled, if an enemy is chilled you can use create water from magic initiate- druid in order to instant freeze an enemy with no save.

        Another good point is all enemies have disadvantage against saves on spells after attacking (thanks to eldritch strike) this also includes prone, which is added from the effect of a spell

        • Anonymous

          If you want to multiclas at late lv, go for lv 8, this way you have 3 feats + lots of benefits, and can have a extra feat if you take 4 lv in other class.

          Or take lv 10 gain advantage on spells against enemies you atk, and equip a act 3 ring that makes your next enchant or ilusion spell be a extra action after you atk.

          • Anonymous

            People whining about this class just don't get it. You are a fighter that uses magic. Not a fighter and wizard. You are a magical swordsman that can Deadpool teleport around the map, create illusory copies of your self, boomerang throw your sword, and in a pinch do some minor crowd control. See arcane Trickster for another class miss the point of.

            • Anonymous

              Awesome class if you like to play as melee "mage". Get your INT as high as you can, pick magic initiate druid feat, take shillelagh and start bonking everyone, no strength needed at all. As for the 2nd and 3rd feat i picked Alert and Ability Improvement. 4th feat can be whatever you want.
              As for spells, i went with shove spells such as Gust of Wind or Thunderwave, along with Mage Armor, Hold person or Magic Missile for those 1 or 10 hp enemies.
              Recruit Wyll and kill Karlach to get a really good robe.
              Cacophony is a really good staff that you can get for this class without waiting for act 3.
              Diadem of Arcane Energy helps a lot too.
              If you do things right and get the proper gear, your base armor class should be 20 in act 1, 22 once you get to Last Light Inn. Add Haste or Mirror Image to that and you'll be almost untouchable.

              PS: This was done in a solo playthrough.

              • Anonymous

                An important thing about this subclass which might not be obvious is that when you replace a spell on level up you can always replace it with any spell from the expanded spell list. For example, at level 7 you pick two spells from the limited level 2 list, but when you hit level 8 you can swap one of those spells out for anything you want. This means you ultimately aren't roped into taking leveled damage spells (which will generally be outclassed by your weapon damage) and can use all your known spells on powerful buffing and utility spells which don't rely on having high intelligence.

                If you are willing to invest in some intelligence (or use a certain headband found very early in act 1) and want to mix up casting offensive spells and weapon attacks, focus on cantrips like firebolt or shocking grasp which will work with your "war magic" class feature. There are a lot of magic items which specifically lean in to this playstyle and can make it quite viable, especially around levels 6-10.

                • Anonymous

                  EK is an amazing tank class, cant go wrong with good old mirror image and blur. And not lose any fighter levels on top of it. Sounds like a good deal

                  • Anonymous

                    I really wish you could use extra attacks after casting a spell. I understand extra attack should not allow you to cast multiple spells in a turn on its own but having to choose between 3 weapon attacks or 1 spell is terrible. The fact that this subclass only gets up to second level spell slots is honestly pitiful too. If you want to play a fighter that can also cast spells, I feel like it would be entirely better to multiclass instead.

                    • Anonymous

                      So one build makes a little sense for me here. If you take a couple levels of warlock to get your eldrich blast rocking and then play as an archer you could do some work. Almost like the old arcane archer archetype form 3e

                      • Anonymous

                        so....
                        i just want to say that...
                        lvl 5 pact of the blade warlock
                        +lvl 7 eldtitch knight means hitting an enemy with eldritch blast 3 times and then hitting the enemy with 3 weapon attacks per turn if i understood that correctly

                        • Anonymous

                          Just been doing some testing with throwing on EK:

                          Dueling doesn't innately work with a bonded weapon (When the damage roll occurs you will not have it equipped). However, it will work on throwing non-equipped weapons so if you have a returning weapon like Dwarven Thrower AND a bonded weapon you can alternate throwing the one that is in your backpack to gain the +2 damage from Dueling.

                          Alternatively, you can actually dual wield to benefit from Dueling. As when you throw your weapon, you will only have 1 weapon equipped when the damage roll occurs. Of course, for most of the good thrown weapons this would require the Dual Wield feat as Lightning Jabber, Dwarven Thrower and Nyrulna are not light weapons. Do keep in mind that your second weapon would need to not be versatile otherwise you will 2 hand it when it's the only weapon equipped. This can be used to get the passive benefits of weapons like Knife of the Undermountain King (1 more crit range), Defender's Flail (DR and +1 AC) or Rhapsody (+3 Attack + damage rolls and Spell Save DC)

                          • Anonymous

                            Honestly, the term "Eldritch" Knight confused me and my buddy. I thought from the name, the spellcasting would scale off charisma (cause Warlock).
                            Since my friend's character was dumb as bricks, he never hit. Oh well, he's now a Paladin with the Warlock feat.

                            • This is such a disappointing implementation of the EK class.
                              The only valuable bit is the throwing weapon bond, everything else is just a gimmick.
                              Lots of exploits that EK builds relied upon got fixed or changed.

                              • Anonymous

                                "To get the most out of this subclass, dip 1 level in Wizard (maybe after 5 or 7 levels of Eldritch Knight). At Wizard 1 Eldritch Knight 10, you'll get level 3 spells, something you'll never get with this subclass alone, plus ritual casting and arcane recovery, far more valuable than the feat at level 12."

                                Question about this: is the wizard dip actually worth it? As far as I understand it, EK's actually do get ritual casting, and I don't understand the point about Level 3 spells. Does it actually give you access to those? Because as far as I understand the mechanics, that shouldn't be true. Maybe the commenter meant that you can add level 3 spells to your spellbook, but that shouldn't be possible either without a level 3 spell slot, right?

                                Can someone who has tested this verify you can get level 3 spells?

                                • Anonymous

                                  One of the most broken subclasses in the game, currently. The thing about the Eldritch Knight is that it allows you to combine disparate elements from two classes (the Wizard and Fighter) and merge it into something that can be seriously OP compared to other setups through the use of items or some other mechanic (terrain manipulation, feat interactions).

                                  The most popular (and perhaps most broken) setup is probably the throwing weapon Eldritch Knight. Start by grabbing the Sparking Gloves, Ring of Flinging, a good weapon with the "Thrown" attribute like the early game Vision of the Absolute spear. Weapon Bond returns the thrown weapon immediately to your hands, Lightning Charges from your gloves give you an attack roll/damage boost and the Ring of Flinging gives a 1D4 on top of all that. Finally, add the OP Tavern Brawler feat...

                                  Other setups include using Cantrips like Ray of Frost to join in on Create Water shenanigans (causing an icy terrain hazard) and then using the Great Weapon Master feat + a good two-handed weapon to finish off proned enemies. Make sure you get Enhanced Leap/Misty Step to let you navigate through the terrain hazard. Anything that falls prone (even bosses) is going to take Great Weapon Master buffed Extra Attack/Improved Extra Attack + Action Surge to the face. Even Assassins aren't this bursty.

                                  An interesting tanky/controller version uses the Sentinel Feat combined with movement and repositioning spells (e.g. Expeditious Retreat, Enhanced Leap, Thunderwave) and maybe a reach weapon to stop enemies cold. A somewhat interesting interaction with Extra Attack/Improved Extra Attack and Sentinel, however, is that you actually make multiple attacks against your target (as if you performed a full attack) - all of them with advantage thanks to Sentinel. This can get nuts with items like Duelist's Prerogative (+1 reaction) and the Savage Attack feat (advantage on damage rolls).

                                  A lot of people seem to think that multiclassing to Wizard is superior, but these setups are pretty much Eldritch Knight focused. And I'm pretty much there are more of them out there waiting to be discovered. You don't even need to focus too much on STR and INT thanks to items, and even if you would rather not use attribute boosters you can rely on War Magic + True Strike + Heavy Armor as a substitute for the attack/damage loss from boosting STR and the AC you normally lose from not boosting DEX. You really have no excuse to have at least 16 on both your STR/INT.

                                  • Anonymous

                                    Wait so, Eldritch Knight 11 + Wizard 1 gets you 3 attacks per turn, level 3 spell slot, and ability to learn spells from scrolls? So how many bonks can this EK do in a turn?

                                    • Anonymous

                                      If you get your Extra attack from Warlock so a 7 / 5 split you can attack 2 times on your Bonus Action attack. This looks like a bug or oversight though so it might be fixed in the future.

                                      • Anonymous

                                        The idea of Eldritch Knight makes me salivate, but there isn't a lot of synergy within itself.
                                        I love the idea of Eldritch Strike -- when you hit with a weapon attack, they have disadvantage on their saving throw for your next spell.
                                        So, you hit them, take your second, third attack. The next turn, they have disadvantage against, say, Hold Person.

                                        HOWEVER, the level 7 subclass feature War Magic allows you to attack as a bonus action if you cast a CANTRIP -- not a spell.

                                        And that's the problem i have with it. I'd love cyclic it would be, to attack, cast a CC spell they'd have disadvantage against, then bonus action melee attack. Which in turn would make them have disadvantage on your next spell, etc.

                                        But there is no cantrip CC really. So you're just spending that cantrip to cast, say, Ray of Frost... but then... that's it? Why wouldn't you just attack with your weapon (which would probably do more damage?)

                                        And then there are rings that *seem* to be really bad ass, like Ring of Elemental Infusion. However, it only gives you your cantrips element for the FIRST weapon attack. Not all subsequent ones. So if you, say, Ray of Frost, you can bonus action attack with a 1d4 of frost, but then that's the end of your turn.. you can't 2nd attack or 3rd attack.

                                        It just seems like a waste.

                                        • Anonymous

                                          Just keep in mind; Act 1 (including the mountain pass) has lots of interesting and fun melee/cantrip items which EKs can use more effectively than other classes as you can take heavy armor, shields (highly recommend you look at Adamantine Shield) and any weapon you wish to stay in melee range. Just for some examples;

                                          Daredevil Gloves: Ranged Spell Attacks can be made as Melee Spell Attacks when adjacent to a hostile
                                          Baneful Striking: When you deal damage with a melee attack, target receives a 1d4 penalty to Saving Throws against your next spell
                                          Necklace of Elemental Augmentation: When you deal Acid/Cold/Ect damage with Cantrips, add your spellcasting modifier to the damage dealt.
                                          Ring of Elemental Infusion: When you deal Acic/Cold/Ect with Spells or Cantrips ... deal an additional 1d4 damage of that element lasting until the end of your next turn.

                                          Take just the Ring of Elemental Infusion. Cantrip > Attack (Bonus 1d4). Next turn double attack (Bonus 2d4). Including dips thats another 3d4 (although of course any class can dip).

                                          Looking at just EKs traits they look lackluster, combined with items there is enough possibility to make a tanky character who can also deal strong sustainable damage.


                                          • Anonymous

                                            Unlike tabletop and unlike what it currently says here, eldritch knights do actually get ritual casting in bg3 which is a big plus

                                            • Anonymous

                                              Shielded abjurer thrower is pretty busted cover your team-mates or shield yourself then wamp them with a throwing weapon plus equipment buffs while they struggle to damage through your resist and mage shield plus tonnes of random buffs from the two levels mage like familiar (familiar with Aid and mage armour should make you pretty tanky during alpha strike phase)

                                              • Anonymous

                                                You can make a versatile EK 7/Bladelock 5 build that can do control/spell damage, melee and throw if needed. With Bladelock 5 your attacks with pact weapon scale with CHA so you can max out CHA and use it for EB, spells and attack. Use EK spells for buffs like Mirror Image, Blur, Shield, Misty Step etc. and you don't even need to waste a helm slot for Headband of Intellect. You still get 3x Eldritch Blasts with extra damage and push, Hunger of Hadar, Counterspell, Bladelock extra attack, you can abuse Darkness + Devil's Sight combo, War Magic from EK 7 allows you a bonus weapon attack after casting EB...a decent allrounder, nice first character for someone who likes a hybrid playstyle.

                                                • Anonymous

                                                  Shield is absolutely busted on Eldritch Knight: I made Lae'zel and she almost never gets hit in fights.
                                                  Slap Tavern Brawler on your EK, give them Defense for fighting style (Dueling doesn't work for Throw builds), dump Int and take a bunch of buff spells. Charge your EK at anything and watch 95%+ attacks miss them

                                                  Longstrider is a good ritual spell to buff everyone. Familiar-> Raven is a nice scout and can blind enemies (and eat an attack in combat).

                                                  Go either 12 EK or splash 1 level of a class. War Domain cleric is a good choice for more attacks via bonus attack.

                                                  • Anonymous

                                                    I see alot of people hating on this class but I think it would be fun to play. Not everything has to be about HIGHEST DAMAGE OMG. I like it cause if you go eldritch knight 7/ evocation wizard 5 you gain fourth level spells and the ability to learn allllll those spells from most of the wizard list. Use the eldritch knight to pick the ritual spells you will never want to unslot like shield, mage armor, long strider, feather fall, and enhance jump. Now you can can take dueling fighting style and wield a finesse weapon and the armor I recommend is
                                                    Bracers of deffense +2AC
                                                    Acrobatic boots +1 AC
                                                    Mage armor +3 AC
                                                    Robes of the weave + 2AC and +1 to spell save and attack roll
                                                    18 dex + 4 AC
                                                    Hood of the weave +2 spell save and attack roll
                                                    Cape of the weave +1 spell save and attack roll plus absorb elements
                                                    Ring of elemental infusion adds 1d4 of the associated damage type from your previous spell to you casted
                                                    The one amulet that allows you to add your spell casting mod to cantrips
                                                    And the ring of arcane Acuity and you got a armorless Robe wearing fighter with 22AC (24 if you cast haste) who can combo powerful spells and melee to best suit a situation. You get a whole play ground of spells and versatility you handle multiple types of enemies.

                                                    • Anonymous

                                                      Note, bock thrower doesn't work. Dueling doesn't increase throw damage.
                                                      And flails don't have thrown tag. Meaning they will do 1 damage plus str and all that. Throw weapons don't activate weapon effects. They only apply the damage as if you were attacking melee.
                                                      But sinds toy are not equipped. The effect activate.

                                                      • Anonymous

                                                        EK7 with Abj WIZ5 could be pretty tanky, use blade ward followed by an attack, have different choices for wich con spell you want to use, blur, prot-energy, magic weapon, haste, etc. and if i understood how max spell lvl works you should get lvl 4 spells? Drop Firewall infront of you when the fight starts,

                                                        • Anonymous

                                                          Spellswords are one of my favorite Fantasy concepts, so it is disappointing to see Eldritch Knight be such a lackluster take on it.
                                                          You can get Gish to work though in DND, but do so through multiclassing instead of picking Eldritch Knight.

                                                          • Anonymous

                                                            Honest question and looking for input: Other than making an AC tank or a throwing weapon build which I can easily see it being great at, why would you take EK over a Fighter/Wizard multiclass if you wanted an Arcane gish? I understand that things like Paladin/Warlock exist, but I'm talking that offensive Fighter-Wizard archetype that has been such a staple for so long, as so much of the EK seems to run counter to doing that:


                                                            Weapon Bond I can see as being amazing for throwing weapons, but other than that I very rarely had anything try to disarm me. Mainly Druids and Imps in Act I with Heat Metal. Maybe if they added some more weapon options that became beefier when Bonded/Pacted I could see it being really good, but for most builds I see this as a bit of whatever.


                                                            War Magic seems like it's always a net loss as you either lose Great Weapons extra hit on crit/kill since you use bonus action for your swing after the cantrip, lose Polearm Masters bonus attack action, and/or you just flat-out lose the fighters third attack if you stay pure EK. Blade Ward + Melee attack does seem really good for pure tank builds, but I don't see how something like Shocking Grasp breaks even vs lost melee attacks, even against wet enemies. Even adding in things like Arcane Synergy and Augmentation.


                                                            Eldritch Strike is cool, and I can see that the combo would be to hit them (perhaps with an offhand bonus action so you still have your main action, or just be hasted) then cast a spell from a scroll, but I think the overall utility of deeper and stronger Wizard spell levels would be better as you'd naturally have damaging spells to cast for ranged and hordes, be able to self-haste on demand, and will still be able to rock all the defensive spells like Shield while granting yourself great mobility and utility with things like Longstrider, Misty Step, Counterspell, etc.. while having more overall spells and the ability to get a few casts back with Arcane Recovery.

                                                            • Anonymous

                                                              just take phalar alure and THE BANEFUL. Next 18 dex 14 con and 15 on 6 lvl, on 4 lvl take dual welding. Use ability scream on phalar alure and bane from baneful (1d4 and 1d4 stacks) use ur 1 lvl spellslot for shield. Congrat u immortal and enemy cant normal attack, u give aura for all incoming to the enemy dmg. why not two handed weapon? cuz -5 penalty - its very random stuff for enemy with high AC. Just try it, maybe its not so powerful in damage aspect like broken paladin with two handed anything with crit smite. But you get a lot of survivability and consistent damage, but the most important thing is that you debuff your target so that it is not able to function normally. In terms of RP, it turns out to be better to use an elf or half-elf, you get this kind of blade dancer, in one hand an artifact singing a sword, in the other a short blade cursing enemies, your magic gives you high AC values ​​​​and at the same time you give an aura to the whole team. In my opinion, the best build in the game, if you have brains in your head in order to understand that pressing LMB and crit with a paladin's smite is dead brains gameplay and this is not your achievement, but the achievement of a broken paladin.
                                                              P.S. idk how best multiclass, u can up 7 lvl EK and 5 lvl wizard for spell slots, but its ur decision. U can protect urself with magic shield 1 lvl spell or u can control with hold person or u can just use fireball. Use what u like, but play more interesting strategy, dont press LMB with crit smite.

                                                              • Anonymous

                                                                So with war magic you can get four attacks per turn, cantrip into melee attack, into extra attack, into improved extra attack, or am I wrong?

                                                                • Anonymous

                                                                  Eldritch Knight seems weak at first glance, but in BG3 there are a lot of items that can argument the melee/caster hybrid playstyle. In the early/mid-game you can rely on https://baldursgate3.wiki.fextralife.com/Warped+Headband+of+Intellect and in the late-game there are many more items you can use to get high STR and INT for maximum effectiveness and synergies between weapon attacks and cantrips. For example:

                                                                  https://baldursgate3.wiki.fextralife.com/Necklace+of+Elemental+Augmentation (spellcasting modifier added to cantrip damage)
                                                                  https://baldursgate3.wiki.fextralife.com/Ring+of+Elemental+Infusion (+1d4 elemental damage on next weapon hit after casting a spall or cantrip)
                                                                  https://baldursgate3.wiki.fextralife.com/Ring+of+Arcane+Synergy (spellcasting modifier added to weapon damage for 2 turns after casting a cantrip)
                                                                  https://baldursgate3.wiki.fextralife.com/Strange+Conduit+Ring (+1d4 psychich damage added to weapon damage when concentrating on a spell)
                                                                  https://baldursgate3.wiki.fextralife.com/Helmet+of+Arcane+Acuity (every weapon attack adds +1 to spell attack rolls and spell DC stacking up to 7)

                                                                  • Anonymous

                                                                    Is the spell slot table correct? Why would they get an additional spellslot on 4 if they are third casters, they should only get it on level 5…

                                                                    • Anonymous

                                                                      Trying to balance abjuratuon wizard around this bet you could get alot of temp armour with a few shield casts to save you

                                                                      • Anonymous

                                                                        To get the most out of this subclass, dip 1 level in Wizard (maybe after 5 or 7 levels of Eldritch Knight). At Wizard 1 Eldritch Knight 10, you'll get level 3 spells, something you'll never get with this subclass alone, plus ritual casting and arcane recovery, far more valuable than the feat at level 12.

                                                                        • Anonymous

                                                                          Enraged Throwing Berserk Barbarian with EK's Weapon Binded Heavy Polearm, with Polarm Master feat and Sentinel feat, gives great space control with ranged opportunity checks at Polarm length, Could take Tavern Master also for the throw damage, because 8 in fighter and 4 in barbarian allows 4 feats. I mean... Wild Magic Barbarian EK also sounds cool...

                                                                          • Anonymous

                                                                            If I multiclass Eldritch Knight with Barbarian, can I cast spells such as Enhance Leap before I enter Rage, and still retain it if I activate Rage after? I'm thinking it should work since it's not a Concentration spell, but would like to be sure.

                                                                            • Anonymous

                                                                              This might not seem that strong but just adding misty step and shield is plenty to make this as strong or stronger than champion or battle master

                                                                              • Anonymous

                                                                                Githyanki Eldritch Knight with Jump spells and Tavern Brawler: chuck spears and hand axes at your enemies.

                                                                                Become a Jedi!

                                                                                • Anonymous

                                                                                  This class basically just adds Shield as a reaction for first level spells ( and Sleep) and Misty Step for mobility to your every day fighter on second level spells. Cantrips for Range instead of using your ranged weapon, maybe thrown with Weapon Bond. Decent at first, can be very good with the many items that are specifically made for classes that use melee and spells/cantrips. Gets busted after 10th level once you can impose disadvantage on saving throws with your attacks on spells cast from scrolls. Polymorph, Disintegrate and Domination spells, you name it. Gold dependent, since you most likely have to buy the scrolls, but damn the potential is immense.

                                                                                  • Anonymous

                                                                                    There is a bug where, when you pick this class, it uses the spell dc modifier of the last spellcasting class that was selected. That's selected as in you clicked on it, not actually leveled as. Hitroll always uses int. It appears it is intended to use int to cast but the bug makes it very confusing.

                                                                                    • Anonymous


                                                                                      The Immortal Eldritch BONK :

                                                                                      Get Tavern Brawler to add twice the Strength to your throws
                                                                                      Get Shattered Flail and bond with it so it will come back to your hand once thrown ( this way you can hit an enemy every turn by simply throwing and you get an awesome heal too )
                                                                                      Get dueling fighting style to add + 2 damage
                                                                                      Get Caustic Band Ring ( Myconid colony trader ) + 2 acid damage with weapon attacks
                                                                                      Get Ring of Flinging ( Emerald Grove Trader ) + 1d4 for throwing damage

                                                                                      Simply throw the mace on attack and do awesome damage + heal yourself from the mace effect. ( use the camp clothes visual and just stay in your underwear for that caveman vibe )

                                                                                      • Anonymous

                                                                                        have the devs said anything about adding weapon bond or a replacement for it if they aren't going to add that, because yea it's kind of a niche trait but it was still something, sucks to see it's not here and nothing to replace it

                                                                                        • Anonymous

                                                                                          A little bit of a pointless class in early access. A wizard can achieve about the same AC as this class with mage armor and 16 dex, has access to more spells, can learn any spell, has more spell slots, and depending on the race you choose, can be proficient with a variety of weapons. i don't see why you would just not choose Wizard, if the idea is to be a battle-mage type character.

                                                                                          • Anonymous

                                                                                            Eldritch Knight is so screwed over by its school restrictions. Evocation, which is primarily damage, is awful on a 1/3 caster as the damage lags behind their normal attacks, and most abjuration spells on the wizard spell list are utility. The only second-level abjuration spell is Arcane Lock!

                                                                                            When I DM in 5e I allow players to choose their two schools, and I'm definitely going to get a mod that does the same in BG3

                                                                                            • Anonymous

                                                                                              really hope they give this subclass a makeover. At the moment EK isn't that great and thats with greenflame blade.

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