We’ve completed our second full rotation of the twelve classes in the Player’s Handbook, not to mention taken a deep dive into the first 5 levels of D&D’s thirteenth class, the inventive and arcane Artificer! This wave of the Class 101 series will appraise every subclass within the Player’s Handbook and break down each subclass’s strengths, weaknesses, thematic elements, and everything else a player would want to know before playing that subclass. Because of this, you will need to own the Player’s Handbook (or purchase the subclass a la carte on the Marketplace) in order to make full use of this series.
The fighter class is one of the most thematically versatile classes in Dungeons and Dragons. That is to say, while classes like paladin or warlock impose a certain level of roleplaying flavor on your character from the very beginning, a fighter is more or less a blank canvas for your own character’s story. When playing an Eldritch Knight, a type of fighter that uses weapons and destructive spells in conjunction, you’re free to determine how you gained your martial and magical skills, and what you want to achieve with them.
Check out the other guides in the Class 101 series, like the broad overview of the druid class in Fighter 101: A Beginner’s Guide to Heroic Combat, Fighter 101: Champion, and Fighter 101: Battle Master. If you’re interested in playing other classes, check out the entire Class 101 series.
Story of the Eldritch Knight
“What are you doing?” a young brother asked his sister. The sister, a fighter, knelt before a makeshift altar cobbled together by wooden boards atop two sawhorses, draped with a simple burlap cloth. A longsword rested on the altar. Her eyes were closed, and she was dressed in a simple tunic and breeches, her hair pulled into a bun. The suit of armor she had inherited from her father hung on a stand nearby. Her brow twitched with annoyance as her brother spoke.
“I’m meditating,” she grumbled. She let out a long breath and reached out into the aether once more with her consciousness, feeling for the strands of the Weave that were strung invisibly around her. She hovered her open hand over the hilt of sword, and felt new strands of magic forming between the wellspring of magic within her and the sword.
“Can I help?” her brother, bounding to her side, a huge grin on his face. “You meditating with that sword? You gonna do magic? Can I see? Can I see your magic?”
The sister scowled and growled through gritted teeth, “If you can sit still for ten minutes, yes.”
Miraculously, he was. He sat cross-legged next to his kneeling sister, alternating between gawking at the look of calm concentration on her face and the gently humming sword on the homemade dais before her. Ten tense minutes passed, and the fighter’s eyes snapped open. A flash of light glinted upon her irises, and then vanished just as quickly as it appeared. She stood and flexed her trembling hand.
“Okay,” she said to her brother, pointing to the sword. “Take it.”
“Really?” her brother gasped, eyes wide and shining with excitement.
“Yeah, really,” the fighter said, looking away. “Just watch the blade and don’t hurt yourself. Or, if you do hurt yourself, say you were playing in the forest. Mom’ll kill me otherwise.”
“Whoo hoo!” her brother whooped. He picked up the sword and swung it into the air over his head. He ran around the cellar room, slashing at invisible foes and imagining he was just like their father, killing monsters that threatened their village. His sister smiled at his excitement, then focused herself. She focused her eyes upon the hilt of the sword as her brother ran about and steadied her breathing. She tuned out all the distractions of the Material Plane and focused solely upon the strands of the Weave that bound her to the blade. She felt a surge of energy tingle from her chest down her arm, and at the moment the surge passed through her fingertips, the sword vanished from her brother’s hands.
Her brother yelped and looked around. “Ahhh! It’s gone!” he gasped. “I’m so sorry, it just—!” He turned to his sister and his jaw dropped open. Clutched in his sister’s right hand was her father’s sword. Her heart was pounding as she stared at the sword she had just magically conjured to her, but she managed to compose herself and look at her brother with a flicker of smugness.
“See?” she said. “Magic.”
Eldritch Knight Features
Eldritch Knight fighters memorize a number of destructive and protective spells during their training, in addition to other magical abilities that allow them to meld their martial and magical prowess. The fighter gains access to five subclass features at 3rd, 7th, 10th, 15th, and 18th level. You can read all of the Eldritch Knight features in the Player’s Handbook. In summary, your subclass features allow you to:
- You learn two cantrips from the wizard spell list
- You gain the ability to memorize and cast a number of abjuration and evocation spells from the wizard spell list
- You bond with your weapon, allowing you to summon it to your hand at any time
- You can make a weapon attack as a bonus action when you cast a cantrip
- Your weapon attacks make creatures less likely to succeed on saving throws against your spells
- You can teleport short distances when you use your Action Surge feature
- You can make a weapon attack as a bonus action when you cast a spell as an action
Benefits of the Eldritch Knight
There are a number of different options available for people who want to wield both spells and weapons—what does the Eldritch Knight bring to the table? The paladin offers a “jack of all trades” option by combining heavy armor and spiky damage through Divine Smite, the bardic College of Valor and clerical Light Domain provide spell-heavy options for moderately armored warriors, and the Bladesinger wizard tradition encourage lightly armored warriors to dance into battle, supported by their mighty spells.
Eldritch Knights curve in the opposite direction, using spells to complement their impressive suite of powerful defenses and overwhelming attacks. Typically, fighters can only focus on single targets with their attacks, and struggle against foes whose armor shrugs off these attacks. This encourages a very specific playstyle for Eldritch Knights: focus on spells that target multiple foes (or that effect an area), and find spells that force enemies to make a saving throw instead of requiring you to make an attack roll.
Your spells are situational tools, and the limited number of spell slots you get per day are a stark reminder of this. Don’t forget: you’re still a fighter first. Stay in the thick of combat, bashing helmets and tanking blows until your enemies have all clumped up around you, then let loose a well-timed burning hands to maximum effect. If you want to add a little more variety to your repertoire than evocation (offensive) or abjuration (defensive) spells can offer, you can add a spell from any school of magic to your list of Spells Known at 8th, 14th, and 20th level.
As you gain levels in this class, your class features will help make you more flexible. Generally, you’ll have to choose between making an attack and casting a spell on a given turn. Features like War Magic, Eldritch Strike, and Improved War Magic make this choice much less painful by letting you cast spells and make an attack in the same turn—and even giving you a benefit to doing so against the same foe.
Drawbacks of the Eldritch Knight
The biggest challenge of playing an Eldritch Knight is a conflict between casting spells and making attacks. These two styles of D&D combat mix like water and oil, and it’s difficult to meld them together in a way that evokes the fluid feelings of magically enhanced martial combat in popular fantasy series like Avatar: The Last Airbender or Star Wars. Casting a spell and making a weapon attack are two discrete actions; unless you’re using a purpose-made cantrip like green-flame blade, you can’t weave magic into a sword strike.
Spells that can be cast as a reaction or a bonus action, like misty step or shield, soften this issue somewhat, allowing you to make an attack and then repel your foes’ strikes with a shimmering barrier of force. Nevertheless, it can be frustrating to have to page through a list of abjuration or evocation spells with a casting time of 1 reaction or 1 bonus action to find what spells will support the character concept you have in your head.
At least that sort of research digitally is much easier than doing so with a print book, thanks to the D&D Beyond Spell tool—which, troublingly, reveal the limits of this restriction: there are only three 1-reaction-casting-time spells that fit those criteria, and no 1-bonus-action-casting-time spells. So, while the Eldritch Knight is a reasonably powerful class, the challenges of melding spellcasting and sword fighting into one fluid motion may frustrate you if you’re looking for a highly cinematic experience in your D&D game.
If you want to be able to cast spells and fight, but you’re playing a low-level one-shot or don’t think your campaign will advance past 6th level, you might be better off playing a Champion fighter and taking Magic Initiate (Wizard) feat, granting you two wizard cantrips and one 1st-level wizard spell that you can once per long rest. Your spellcasting will be much more limited than if you’d chosen to play an Eldritch Knight—at 5th level, an Eldritch Knight knows two cantrips but also knows 4 wizard spells and has three 1st-level spell slots with which to cast them. However, if giving your fighter a little bit of magical flavor is all you want, then Champion’s suite of simple, powerful combat-focused features might be more appealing.
Suggested Build
Like most classes in D&D, the fighter doesn’t choose their subclass until 3rd level. If you’re playing a fighter from 1st level and think you want to become an Eldritch Knight later, you should choose a race that improves your Strength (or Dexterity) score and also your Intelligence score. Strength affects how hard you hit with most melee weapons, whereas Dexterity makes you better with ranged or finesse weapons. Your Intelligence score affects how likely you are to hit with your spell attacks, and how high your spell save DC is, which makes it harder for foes to resist your spells. Because of this, your Strength or Dexterity score should be your highest ability score, and your Intelligence should be your second highest score.
You can play an Eldritch Knight as a heavily armored, greatsword-wielding tank, or as a lithe and nimble, rapier-wielding duelist. If you want to play the former, some good races include half-orc, dragonborn, rock gnome, and mountain dwarf. To play the latter, races like forest gnome and high elf will do the trick. Humans and half-elves are well-suited to just about any class, as well.
As usual, your character’s background is up to you. You can come up with all sorts of interesting stories and oddball characters by pairing unlikely backgrounds with the Eldritch Knight’s particular blend of sagely study and rough-edged athleticism. Were you a Sage who abandoned a rigorous regimen of “useless” magical study to practice destructive arts instead? Or were you a Noble whose tutors encouraged you to dabble in many different forms of martial artistry?
It’s a safe bet to choose EQUIPMENT when given the choice between GOLD or EQUIPMENT during character creation. The various types of equipment available to fighters easily suits either a Strength or Dexterity-focused playstyle. Choose chain mail and a martial weapon plus a shield if you want to focus on Strength, and choose leather armor, a longbow, and a rapier if you want to focus on Dexterity. Since you will gain class features that allow you to make weapon attacks as a bonus action when you cast a spell, you should focus on wielding a shield and a rapier if you want to be a Dexterity-based fighter, rather than dual wielding light weapons.
Spells
You gain the ability to cast spells when you choose this subclass at 3rd level. Your spell selection is quite limited—not only do you memorize spells instead of being able to prepare them at the start of a day, but you only have a scant two 1st-level spell slots to use. While this number increases as you level up, it encourages you to reserve your spells for big, flashy moments of destruction, or in desperate last-ditch efforts.
As a 3rd-level Eldritch Knight fighter, you know two cantrips from the wizard spell list. Since you’re likely to be in melee combat, it’s good to choose one offensive cantrip with a range of at least 60 feet to extend your reach. Your second cantrip should be either a utility cantrip to help round out your character’s skill set, or an offensive cantrip with a range of 5 feet, so that you don’t have to worry about having disadvantage when making a ranged attack while in close combat.
Also at 3rd-level, you know three spells: two 1st-level abjuration or evocation spells from the wizard spell list, and one 1st-level spell of any school from the wizard spell list. Choose these spells wisely; though you can trade out one spell you know for another when you gain a level in this class, these spells are otherwise permanent decisions. It’s wise to know at least one spell labeled OFFENSE and one labeled DEFENSE, and choose your third spell based on what you think your character would want to know. Note that this list only includes some spells from the Player's Handbook, so if you want to choose more unusual spells, or have other sources like Xanathar's Guide to Everything, you'll have to do a little self-directed research. This list is just here to get you started if this is your first time playing an Eldritch Knight.
- Alarm (SUPPORT)
- Burning hands (OFFENSE)
- Chromatic orb (OFFENSE) [be aware that you’ll have to purchase a diamond worth 50 gp in order to cast this powerful spell!]
- Magic missile (OFFENSE)
- Protection from evil and good (DEFENSE)
- Shield (DEFENSE)
- Thunderwave (OFFENSE)
Feats
As a fighter, you gain two more Ability Score Increases than any other class in the game. (The extras come at 6th and 14th level.) This means that it’s incredibly easy for you to take one or even two feats while still maxing out your vital ability scores!
Once you’ve improved your Strength or Dexterity score to 18 or 20, you can increase your power with a few useful feats. The following feats are good picks for Eldritch Knight fighters, and will improve your reliability in your own desired area of expertise:
Great Weapon Master. These days, it practically goes without saying that Great Weapon Master is one of the best feats in the game. Choosing this feat will send your damage output into the stratosphere, though only if you’re using a two-handed weapon.
Polearm Master. This feat synergizes well with War Caster and Sentinel, making it difficult for enemies to approach you or maneuver around you.
Sentinel. A must-have feat for any fighter interested in tanking for their party, Sentinel makes it hard for enemies to attack your allies, or for them to leave your reach once they’ve approached you.
Shield Master. A specialized but useful choice for Eldritch Knights who want to wield a shield rather than go for a two-handed weapon. An excellent choice for Dexterity-focused fighters wielding a rapier and a shield.
War Caster. Eldritch Knights, especially those who wield a one-handed weapon and a shield, can make use of every aspect of this feat. Making it easier to maintain concentration while taking damage is always a benefit, and not having to have a hand free to perform a spell’s somatic components is a huge boon when you can't afford to drop your shield or your rapier. Gaining the ability to make opportunity attacks with your spells is also excellent! Just imagine hurling a guaranteed-to-hit magic missile at a fleeing foe.
If you want more advice for building a fighter, check out Fighter 101. Have you ever played an Eldritch Knight fighter? What advice would you give to players that want to play this subclass? Next week, Class 101 will cover the monk's Way of Shadows archetype, an unseen ascetic who strikes from the shadows. What's your fighter character like? Let us know in the comments!
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James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Explorer's Guide to Wildemount, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
The new fighting styles from Tasha's are one of my absolute favorite aspects from any sourcebook, even if Tasha's is only a 7/10 overall, in my opinion. So many ways to make unique warrior builds now. Eldritch Knight with Darkness? Check. Pure WIS Druidic Warrior ranger using shillelagh? Check. Boxing Expert Battle Master? You got it.
In the graphic with the knight and wizard fighting a hydra, some of the runes are inverted or otherwise strange, but they’re consistent and enough are correct to decipher what it says.
So it’s only five English words before it goes into the pseudo-Latin filler text, but it was fun to puzzle out and I thought I’d share for the curious. Thanks!
That sounds about right from what I remember. I think 1st and/or 2nd edition AD&D had a reference to this myth. I think there was a version of the Dwarven Thrower hammer which was more powerful if you used it while wearing Gauntlets of Ogre Power and a Girdle of Giant Strength. It may have been in a secondary sourcebook or an adventure, I don’t recall enough detail by now.
If you want the full swordmage character fantasy, you want to play a dex-based Eldritch Knight 10/Bladesinger 10, and get both dex and int high-ish. Here’s why.
From Eldritch Knight you want Eldritch Strike. You’ll want War Magic too until you get Bladesinger’s extra attack feature, unless you rush Bladesinger first. Also RAW you can use your overlapping spellcasting to fill your spellbook. When you have a tasty EK spell known, scribe a scroll. Use it to scribe the spell into your spellbook. Not the cheapest option, but you’re only going to do this with 1st and 2nd level spells. When you hit high levels, you’re gonna use a sword cantrip with your bladesinger extra attack and run a summon or animate spell (or a bit control spell) in the background. Imagine if you will a blade singer eldritch knight zipping around the battlefield imposing disadvantage on saves (you’ll want the mobile feat for this) and then dropping Slow on a bunch of enemies. Or a blade singer ek wading into battle with a cloud of silvered daggers whirling about him (animate objects), kinda of like a combination of Sypha Belnades and Alucard, using their action to booming blade and extra attack, and then sending the daggers in to shred the foe further.
If you're lucky enough to play a level 20 character, you should be able to fulfill just about any power fantasy. But I'm not sure I understand some of your suggestions. Where is the need to scribe spells to your spellbook? (They should already be there if you don't have them committed to memory.)
Also bear in mind that you get Extra Attack from Fighter (level 5) already, you don't need Bladesinger (level 6) for that. You also miss out on a third Extra Attack if you don't go to level 11 on Fighter.
These fantasies can be pretty well filled with either class, no multiclassing required. Eldritch Knight versus Bladesinger is really just whether you want to lean a more heavily on the fighter's durability or the wizard's flexibility. (Personally, at low levels, I'll take the Fighter; but if I think my campaign is going to run to tier 4 levels, give me a Wizard, how often do you get access to 9th-level spells?)
Maybe next you can do arcane archer.
I'm sure I'm very much late to this conversation, but I find this guide to be a bad one for an Eldritch Knight build.
While yes, I do want an AoE and a damage spell or two in mine's repertoire (and this is omitting spell sources other than the Player's Handbook), those are definitely NOT the things your spells should be focusing on for the subclass. You're still a fighter...
So, 1st piece of advice: you don't need Intelligence.
At least, it certainly does not need to "be your second highest [ability] score." I'd even suggest avoiding "Saving Throw" spells for this reason. It'd be 3rd or 4th on my priority list.
If you want to be a fireball slinging spell damage-dealer, why are you in a 1/3 caster class? (and you won't even get Fireball until you are 13th level, when everyone else has been throwing around better spells than that for half your campaign already).
The starting spell list given is actually pretty good, but get rid of Alarm (let the real casters handle this) and Chromatic Orb (take a ranged cantrip instead).
2nd piece of advice: You're not an Eldritch Knight unless you take a melee cantrip from SCAG.
It's not even worth playing if you don't IMO, for reasons this article does a very good job of pointing out, even though it mistakes some of them for its supposed perks.
This is the first tool you're given, and immediately when picking the subclass, that enhances your ability to be a better fighter through the addition of spellcasting.
3rd piece of advice: Your spells should primarily augment your fighting abilities, not replace them.
Shield, Protection from Evil and Good, Blur, Mirror Image, Misty Step, Enlarge/Reduce, Shadow Blade, Haste, Spirit Shroud, etc... is where you should be looking. Take Toll the Dead/Chill Touch for a range attack at will in addition to a SCAG melee cantrip. Magic Missile also highly useful for you when you can't get into melee range. But focus on buffs primarily with leveled spells.
At level 5 you should be outpacing any spell damage you can do in a turn with your melee, and the difference only continues to go up from there (War Magic at level 7, 3 attacks at level 11, etc...).
Did hit the nail on the head for the Feats section, at least. War Caster being absolutely necessary, especially if you go sword and board.
Final notes: As an Eldritch Knight you should easily be the hardest character in the party to hit. With Chain Mail, a Shield, and the Shield spell at Level 3, you're already up to 23 AC.
You will hit a lull where it appears other players in your party are doing more damage, but wait it out. War Magic is a good increase in damage output at Level 7, then at Level 11 your 3 attacks are going to get noticed. From there it's finding the spell you want to concentrate on to maximize your fighter prowess with those attacks (Shadow Blade is 2d8 + dam modifier on each attack, Enlarge is +1d4 to each, Spirit Shroud is a +1d8, Haste is another attack and even more AC/movement, etc...).
I'd recommend STR/DEX primary stat depending on if you want to be heavy armor or light/medium armor (don't be an archer Eldritch Knight...hah), followed by Constitution which will eventually make your Concentration spell buffs almost impossible to get rid of with War Caster. Then maybe INT or your choice of WIS/CHA for saves and skills, and dump whatever else between WIS/CHA you didn't want (taking a Resilient Feat in the one you dump can be useful if you start being targeted with those spells, or 2-level dip to War Magic Wizard for Arcane Deflection).
What I like most about the subclass in its fighter sense, and this may be a detriment for some, is the diversity of attacking methods the spells/cantrips open up for you that a normal 'hit creature with sword' fighter can't do. The party also gets a kick out of me not stopping some of the DM's attacks when I want to save resources: "Look! The DM has received permission to hit Stevil!"
I'm totally with you Stevil11. It is very natural and easy to build the Eldritch Knight as a tank, trying to control the battlefield with Booming Blade and take hits (or misses) they can shrug off while letting other classes do the real damage.
Having just played one in a three-year campaign... I can count on one hand the amount of saving throws my spells triggered. Don't waste those points on high INT; it's STR, then CON, then whatever you want decent checks and saves for. Maybe, maybe you want it for Lightning Lure to keep foes on you instead of your buddies...
Wish I'd read advice like yours early on, instead of figuring out the hard way over time that I was playing ineffectively, and gradually switching in better spells.
The usual "...or play what's fun rather than minmax" caveat applies of course.
Totally agree. My AL eldritch knight is at level 17 and basically since level 11 there’s hardly any full action spell worth casting in combat instead of taking three attacks. Reaction and bonus action spells are my bread and butter (shield, absorb elements, counterspell, feather fall, Misty step). Haste and Mirror Image aren’t bad either, also warding wind and intellect fortress can help in specific situations. And of course it’s fun to hurl a fireball every now and then. At higher levels Counterspell and Indomitable make you kind of a nightmare for enemy casters. Focused on STR and CON, resilient on WIS, took polearm master & sentinel feats. My INT never got above 14 and it hasn’t been a problem at all. I came upon a tome in one game that gave me expertise in arcana so it’s pretty fun to out-arcana the wizard every now and then (+14 at this point).
This! Eldritch Knights are really good at using spells for defense. If you have blade cantrips, shocking grasp, and maybe magic Missile to top off a kill, that’s all the offense spells you need.
”A Jedi uses the Force for knowledge and defense- never for attack.”
RAW, you need a spell component pouch and a free hand to access it. The bonded weapon is not a spellcasting focus (although your DM might be persuaded to houserule it). The Blade cantrips use your weapon as their material component, so you can cast those.
True, but this is the REAL reason you get Weapon Bond: you just drop the weapon to free your hand, use your one free object interaction to reach into the spell component pouch, then summon your weapon back as a bonus action.
Totally agreed. My go-to spells by 16th level are still mostly reactions and bonus actions, since not many spells are worth giving up the three attacks at higher levels. Counterspell and three polearm strikes are pretty much an enemy caster’s worst nightmare. War caster feat is a nice option that also allows for a booming blade op attack, or ditch the shield and use two-handed weapons; most DM’s will agree that as long as you’re not actively swinging to hit you can free one hand for spell casting, unlike shield+sword which really fills both your hands.
That works (and I have done it), but I can think of things I would rather do with my bonus action. It's pretty easy to pick up Hex these days...
Get War Caster and ask for a ruby of the war mage. Then you're golden.
One of my best builds is a Variant Human Eldritch Knight Archer with Sharpshooter and Crossbow Expert
You cast the Minor Illusion Cantrip to create cover (I.e. crate, barrel, wall, etc.) which you can see through but they can't giving you Unseen Attacker.
And as a bonus action on that very turn you can start firing Sharpshot arrows with free advantage through the cover.
For the next minute you can keep firing 3 shots with an average of 16.5 damage each with advantage, never giving up your advantage because they never have a chance to see you.
Even if the enemy wastes their action attempting to see through the cover you can still cast the spell over and over again because it's a Cantrip + one free arrow shot each time.
Try it out sometime for free advantage and 50 DPR
How do you see through the illusion?
Knowing it’s an illusion allows you to see through it.
Huh, I never cought that.
RAW, I'd argue that as soon as you shoot through the illusion, it's effectively dispelled for all who can see it happen.
Of course it's ultimately up to the DM whether to allow this.