Has your Fighter ever been in the heat of battle and thought, “Wow, it sure would be nice to have access to the Shield spell.” Well, with the Eldritch Knight subclass, you can mix and match magic and steel to carve through your enemies—and make it harder for them to carve through you in return.
In this article, we'll walk you through an example build for a level 4 Eldritch Knight Fighter, using the updated rules found in the new Player's Handbook and exploring how you can equip them for adventure!
Put the ‘Mage' in ‘Damage'
Wade into combat with magic at your side! The Eldritch Knight Fighter takes all of the damage-dealing, survivability, and tactical strengths of the Fighter and mixes in some arcane prowess.
Some Eldritch Knights lean into their arcane abilities by investing in their Intelligence score, which ensures offensive spells are more effective. Other Eldritch Knights may forgo investing in their Intelligence score, preferring to focus entirely on Strength and Constitution, combined with defensive magic to give them the edge in combat.
Either way, the versatile magic offered by the Eldritch Knight subclass can supplement your Fighter's martial capabilities, provide defensive buffs, and give them utility options in and out of combat.
Building Our Eldritch Knight Fighter

In this section, we'll explore an example of how to build an Eldritch Knight Fighter who's as ready to sling a spell as they are to swing a sword. Using our species, background, and feat choices, we'll pick up a number of features to enhance our Eldritch Knight's spellcasting while still making them a master of melee combat.
Key Subclass Features
Spellcasting (Level 3). Our Fighter gains the ability to cast spells! There's a fair bit of nuance to this Eldritch Knight's spellcasting feature, so make sure to read it over so you don't miss anything. We choose our spells from the Wizard spell list, and we know two cantrips and three level 1 spells when we first gain this feature.
For cantrips, we'll choose Ray of Frost and Shocking Grasp for both ranged and melee spell attack options.
For level 1 spells, we'll choose Burning Hands, Jump, and Shield for a mix of offensive, defensive, and utility options.
This feature also improves as we level up. We gain access to higher-level spells, more prepared spells, and more spell slots. To help you with your future spell choices, check out the Spells section further on in this article.
Casting Spells in Combat
Before you draw your Longsword, raise your Shield, and charge into combat, remember that some spells require Somatic components:
According to the D&D Beyond Basic Rules, "A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
While you can equip or unequip a weapon when you take the Attack action, you can't freely do so at other times while in Initiative. This means if you're wielding a Longsword in one hand and a Shield in the other and get hit by an enemy's attack, you can't cast the Shield spell as a Reaction.
One way to overcome this limitation is by taking the War Caster feat at level 4, which we discuss in more detail below.
War Bond (Level 3). This nifty feature allows us to bond with up to two weapons. While bonded to a weapon, we can summon it instantly to our hand using a Bonus Action. Need to chuck a Javelin at an enemy? As long as you're bonded to it, you won't need to trudge over to their corpse and collect it when combat is finished.
Background

The Sage background fits perfectly with our Fighter's propensity for magic. We get the Magic Initiate (Wizard) feat, which allows us to gain even more cantrips, a level 1 spell, and proficiency in the Arcana and History skills. It even provides a free casting of the level 1 spell once per Long Rest!
For our Magic Initiate choices, we'll choose Intelligence as our spellcasting ability. For our cantrip choices, we'll pick up Blade Ward, which is a nice defensive buff, and Toll the Dead, which is extra effective against all those enemies we've already nicked with our sword.
For our level 1 spell, we're going with the good ol' reliable Magic Missile because sometimes, you just need to make sure your attack finds its target. We can even cast this spell without a spell slot once per Long Rest, which is a great way to stretch our resources.
The Sage background allows us to boost our choice between our Fighter's Constitution, Intelligence, and Wisdom scores. We'll choose to boost Constitution by +2 and Intelligence by +1, as noted in the Ability Scores section below.
Species

For our Fighter, we'll choose the Human species, which gives us access to a variety of helpful traits:
Resourceful. We gain Heroic Inspiration whenever we finish a Long Rest, which is useful in just about any scenario.
Skillful. We gain a skill proficiency of our choice. We'll choose the Persuasion skill to help smooth out the fact that we're not investing in Charisma.
Versatile. An Origin extra feat! You can't go wrong with Lucky, which allows us to expend Luck Points to give ourselves Advantage on important attack rolls, ability checks, and saving throws, and can even impose Disadvantage on creatures who make attack rolls against us. We'll start off with two Luck Points and gain more as our Proficiency Bonus increases.
Ability Scores
We need to spread our Fighter's focus between three important ability scores: Strength, Constitution, and Intelligence.
First, our melee attack rolls, damage from melee weapons, and capacity to wear Heavy armor effectively will scale off of Strength, so we need to ensure we've assigned sufficient resources here.
Constitution is also important because our Fighter will be in the heat of combat, and we need to ensure they've got the Hit Points to stay standing.
Last, we have Intelligence, which is our spellcasting ability for our Wizard spells. If you want to increase the likelihood that your offensive spells find their target, you'll need to invest some resources here.
Using the Point Buy method for determining our ability scores could look like this:
- Strength: 15
- Constitution: 14 + 2 = 16
- Intelligence: 13 + 1 = 14
- Wisdom: 10
- Dexterity: 8
- Charisma: 12
Feats
At level 4, we could easily decide to choose the Ability Score Improvement feat, which allows us to boost our all-important Strength or Constitution scores.
But, because we really want to lean into meshing magic with our martial capabilities, the War Caster is another excellent option. This feat allows us to increase our Intelligence, Wisdom, or Charisma score by 1 and helps us cast spells in combat. If we were to go with this feat, we'd want to boost our Intelligence because that's what we're using to cast our spells.
The most important benefit War Caster offers our Eldritch Knight is the capability to perform the Somatic components of spells even while wielding a weapon and Shield in one or both hands, so we won't need to stow anything before casting spells like Shield.
It also grants Advantage on Constitution saving throws we make to maintain Concentration, which may come in handy if we pick up Concentration spells later on.
Finally, when a creature provokes an Opportunity Attack from us by leaving our reach, we can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature, which gives you the opportunity to drop a Shocking Grasp on a target who's hightailing it away from you.
Spells
Eldritch Knights can now prepare any spells from the Wizard spell list when their number of prepared spells increases upon gaining a Fighter level, provided the chosen spells are of a level for which they have spell slots.
When they gain a Fighter level, they can replace one spell on their list with another Wizard spell for which they have spell slots.
Since this guide covers up to level 4, here are some additional cantrips and level 1 spells to consider when building your Eldritch Knight:
- Cantrips: Fire Bolt, Mage Hand, Message, Minor Illusion, Mind Sliver, Thunderclap
- Level 1: Chromatic Orb, Disguise Self, False Life, Find Familiar, Thunderwave
Time to Combine Magic and Might!
The Eldritch Knight Fighter is a fantastic choice for players who love the raw power and durability of a Fighter but want to add a touch of arcane finesse.
If you're ready to wield both spell and steel, head over to the Character Builder to select your gear, prepare your spells, and get ready for battle!

Mike Bernier is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his partner, and tending the veritable jungle of houseplants that have invaded his house.
First
Who wrote this? There are multiple typos, and it calls Jump a concentration spell. It's overall not bad, but the author should go back through and look for areas to improve.
I think its pretty good
Also third :)
Other than some mistakes and typos like somehow gaining a +4 to con when the ASI increase would only get you to 17 con which is still +3, I think it's a pretty decent build for a new player. Personally I would go for a high INT shilleleigh "sword & board" build, but that's just my personal choice
The mention of Jump being Concentration and the weird ability score math in the Feats section has been fixed! Thanks for pointing those out.
Might go with a Dex-based version of this if I ever built one of these guys. I’d take the lesser damage and AC* to get half damage on those incoming fireballs
Eldritch Knight was my first subclass. I think its underrated.
Another Extremely effective cantrip is Booming Blade, from Sword Coast Adventurers Guide, if you have access to it. The somatic part of the spell is expressly stated as “you brandish the weapon used in casting the spell”. Which gets even better with the War Caster feat’s cantrip option for Attack of Opportunity. Since the actual attack roll is with your melee weapon, you can focus on fewer ability scores.
“Go ahead and run away” but first I’m going to smack you with my weapon and then you get some bonus thunder damage.
I've tossed around the idea of a crossbow-based eldritch knight who is flavored as a sort of artificer... their attack spells are described as special shots from the crossbow.
I've been toying with the idea of a bow wielding eldritch knight as an alternative to Arcane Archer lately.
What would be the effect if Eldritch Knight's had access to the sorcerer meta magic and spell list?
Its very underrated
Booming Blade was also stated in TCoE. Cool combo though. I might use it for my next build.
There would need to be some debuffs to the spell list for eldritch knight - sorcerer. It's a great idea, just needs some tweaking. I'm a huge fan of the meta magic idea.
Its very House Rule, but try doing two-weapon fighting feat where you can replace one weapon with a cantrip. Basically you get level 7 early but it makes those early levels more thematic.
War caster says 'When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.'
and Booming blade's range is self(5ft).
Can we say that Booming blade's target is a enemy creature?
I would rule that you could use Booming Blade as an opportunity attack for that but it depends on the DM. The reason that I rule this way is that even though the range is self, you are attacking a creature.
Eh... we can do better than this, even if we're only using 2024 content.
First for our Cantrips: Ray of Frost and Shocking Grasp are going to be a lot worse than weapon attacks in both consistency and damage due to the low Intelligence. In fact, Ray of Frost is specifically bad on the Eldritch Knight given the War Bonded Javelin. Instead, replace them with Blade Ward and Minor Illusion. Even before War Magic at level 7, these will be good to cast when you can't yet get into melee and replace the Disengage action for yourself and others for a minute respectively by Dropping Prone behind the wall+roof you just created, which also interacts with the rules on Unseen Attackers and Targets.
Now for our level 1 spells: Burning Hands isn't terrible in principle, but it's vastly obsolete. By going the Dragonborn species, we'll get Breath Weapon which has a lot of advantages over Burning Hands:
With that, we can replace Burning Hands with Find Familiar for more utility, a damage increase from its Help action, and more castings of our other 1st level spells.
Another bonus of the Dragonborn comes with its Draconic Flight at 5th level. This works really well for a Strength based Eldritch Knights for a multitude of reasons, specifically: Spell Components incentivize Two-Handed or Dueling Weapons and the use of Component Pouches to have a hand free, Grappling requiring a free hand and not breaking from Fly Speeds or Jumping. This means you can Grapple your enemy, fly it up 10 ft, drop it so it falls for 1d6 Bludgeoning damage and the Prone condition, fly down, and attack it for advantage. Alternatively Jump it up 30 ft and keep it there.
With this strategy I would recommend delaying War Caster until level 6 and instead take Grappler at level 4 to negate the reduced movement, advantage on attacks against the grappled target, and not loose too much damage from the initial Unarmed Strike. You will still want War Caster as Grappling an enemy in one hand and holding your weapon in the other does prevent casting Shield, and given that your grappled enemy has disadvantage on attacking everyone else if not completely unable to do so, you might just not want to loose Shield access. Bonus if you picked up Enlarge/Reduce when you get 2nd level spells or even better have the means to acquire Potions of Growth.
I could go on, but overall the Eldritch Knight has been fascinating me for quite a while now as the spell options put on an actual Martial focused frame is actually intriguing. The closest we had to this was the Paladin, but the Fighter's added ASI's, Wizard Spells, and the improvements to the rules in 2024 with Weapon Switching, improved feats, and subclass enhancements actually makes the Eldritch Knight quite a different experience than a similarly built Paladin. The only thing I'd complain about the EK is that Action Surge not allowing for the Magic Action makes it really difficult to get value from spells like Hold Person or Phantasmal Force until 18th level. Given the new rules on casting multiple spells now being tied to Spell Slots rather than Bonus Action casting, I personally think it would be great if this restriction was removed, or at the very least the EK was specifically granted the ability to take the Magic Action with its Action Surge. Massive Quality of Life Boost.
Another option of course is to just outright take a level of wizard at some point (possibly character level 3) to get more magical capability (low level) and ritual casting plus a spell book for things like Find Familiar and the other 'utility spells' out there. If your party has a wizard this may be less attractive, but depending on your party or your character concept it can add a bit of capability to your build.