The fighter is one of the classes you can choose from inBaldur’s Gate 3. This class is a reliable combatant in encounters thanks to their powerful weapon attacks and armour proficiency. While weapon attacks are their forte, one fighter subclass can also be a spellcaster, and this is the eldritch knight subclass.

While those of the eldritch knight subclass can use offensive magic, their magic is better used in buffing themselves or their allies to become better units on the field. The ability to supplement their martial expertise as fighters with magic makes the eldritch knight subclass a dependable and powerful choice for fighters.

Baldur’s Gate 3 Lae’zel in the fighter subclass selection screen

Eldritch Knight Subclass Features Overview

A fighter can choose to become an eldritch knight atfighter level three. At this level, the eldritch knight gainsthe ability to cast spells. They also gainWeapon Bond, which grants the ability tothrow a weapon and have it automatically return to its owner.

At later levels, the eldritch knight gainsadditional spellsthat can make it even stronger and harder to hit.

Baldur’s Gate 3 Lae’zel and a half-orc

Features

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Weapon Bond: Ritually bind the weapon in your main hand. The weaponcan’t be knocked out of your hand, and itautomatically returns to you when thrown.

Baldur’s Gate 3 Lae’zel close up

Learn 2cantrips.

Learn 2level 1wizard spells from theschools of abjuration or evocation.

Learn 1level 1spell from a list of wizard spells fromany school.

Baldur’s Gate 3 Lae’zel in the ability points distribution screen

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Gain an additionallevel 1 spell slot.

Learn a new wizard spell from theschools of abjuration or evocation.

Replace a level 1 spell from a list of wizard spells fromany school.

Baldur’s Gate 3 Lae’zel going through the level up animation

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Baldur’s Gate 3 a fully equipped eldritch knight fighter

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War Magic: After you cast a cantrip, you can make a weapon attack using abonus action.

Gain 2level 2 spell slots.

Learn 2 wizard spells from theschools of abjuration or evocation.

Replace a spell from a list of level 1 wizard spells fromany school.

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Learn a spell from a list of level 1 and 2 wizard spells fromany school.

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Replace a spell with one from a list of level 1 and 2 wizard spells fromany school.

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Eldritch Strike: When you hit a creature with a weapon attack, it hasdisadvantage on its next saving throwagainst a spell you cast before the end of your next turn.

Learn 1cantrip.

Learn a wizard spell from theschools of abjuration or evocation.

Replace a spell from a list of wizard spells fromany school.

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Best Race

A half-orc or a githyankican become very powerful eldritch knight fighters. These races possess features that make them eithermore mobile or more heavy-hittingon the field.

Half-Orc

Darkvision:can see in the darkup to 12m.

Savage Attacks: when you land a critical hit with a melee weapon attack,you deal an extra dice of weapon damage.

Relentless Endurance: if you reach 0 hit points,you regain 1 hit point instead of becoming downed.

Proficiencies:shortswords, longswords, greatswords, light armour, and medium armour

Astral Knowledge: gainproficiency in all skillsof a chosen ability

Githyanki Psionics: gain access to spells

If you prefer a fighter that canwithstand the heaviest attacks, and candeal deadly damage, you should pick half-orc. If you prefer a fighter who can get around the battlefield easily to provide support when needed, pick githyanki.

Best Background

You can pick thesoldier or the outlanderwhen choosing a background for your eldritch knight fighter. These twoimprove Athletics, which is aStrength-based skill.

Outlander

ImprovesAthletics, which helps youshove and resist being shoved.

ImprovesSurvival, which improves the success rate ofSurvival checks and finding buried treasure.

ImprovesIntimidation, which improves the success rate ofIntimidation checks.

Best Starting Ability Points

A fighter’s primary ability score is eitherStrength or Dexterity. Strength willimprove your physical attacks, while Dexterityimproves your armour class for non-heavy armour, and initiative. You’ll need to prioritize these two, andyou’ll also need Constitutionin order toincrease your maximum hit points.

at least 16

at least 14

As you level up your eldritch knight fighter, you’ll need to decide on theirfeats and spells. For feats, you’ll want those thatimprove Strength, mobility, initiative, and hit points. As for spells, while you’re free to choose whatever you may find fun,there are some support spells that you should chooseearly on.

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Fighting Style: Duelling - When you are wielding a melee weapon that is not two-handed or versatile in one hand, and no weapon in the other,you deal an additional 2 damagewith that weapon.

Recommended Spell:Witch Boltis a good option todeal additional damagewith every turn.

If you already have Misty Step from an item or another source, you can opt forEnlarge/Reduce for increased weapon damage using Enlarge.

Recommended Cantrip:Mage Hand- This is a useful cantrip that will allow you to interact with objects in the environment, which is helpful in spots that are out of reach.

Feat: Tough

An eldritch knight fighter needs toremain fighting on the battlefield. This feat will help with that byincreasing their maximum hit points.

You should put off getting this feat as much as possible because it grants an increase in maximum hit pointsfor every level gained.

Best Equipment

When choosing equipment for your eldritch knight fighter, you’ll want gear that gives you thehighest armour class possible, and weapons that willdeal considerable damage while still allowing you to equip a shield.

16 armour class + Dexterity modifier

Magical Plate: All incoming damage is reduced by 1.

Adamantine Backlash: When a melee attack hits you, the attacker is sent reeling for 2 turns.

Shield:Adamantine Shield

+2 Armour Class

Adamantine Shield: When a melee attack misses you, the attacker is sent reeling for 2 turns.

Shield Bash: When a foe hits you with a melee attack, you can use your reaction to knock them prone unless they succeed a dexterity saving throw.

+1 armour class

+1 saving throw

Act 2: This can be purchased from Quartermaster Talli at Last Light Inn.

Headgear:Haste Helm

Smooth Start: Gain momentum for 3 turns.

Act 1: This can be looted from a chest in the Blighted Village.

Gloves:Gloves of Dexterity

Set the wearer’s Dexterity score to 18. The enchantment has no effect if their dexterity score is higher without it.

+1 to attack

Act 1: This can be purchased from A’jak’nir Jeera in Crèche Y’llek.

Footwear:Disintegrating Night Walkers

Can’t be enwebbed, entanged, or ensnared, and can’t slip on grease or ice.

Spell: Misty Step

Act 1: This can be looted from Nere’s body in the Grymforge.

Amulet:Periapt of Wound Closure

Wound Closure: When downed, automatically stabilise at the start of the turn.

Potent Healing: Maximise the number of hit points restored.

Act 1: This can be purchased from Lady Esther at the Rosymorn Monastery Trail.

Ring:Crusher’s Ring

Movement speed increased by 3m/10ft.

Act 1: This can be looted from Crusher’s body or stolen from him using sleight of hand during your encounter with him.

Ring:Bracing Band

Personal Space: After shoving an enemy, the wearer gains a +1 to their armour class until their next turn.

Act 1: This can be received from Thrinn as a reward for returning her boots at the Grymforge.

Melee Weapon:The Blood of Lathander

Lathander’s Blessing: Once per long rest, when your hit points are reduced to 0, you regain 2d6 hit points. Allies within 9m/30ft also regain 1d6 hit points.

Lathander’s Light: Sheds holy light in a 6m/20ft radius. In combat, fiends and undead standing in the light are blinded.

Spell: Sunbeam

Act 1: This can be found during the Find the Blood of Lathander quest in Crèche Y’llek.

Optional Melee Weapon:Adamantine Mace

Diamondsbane: If an Adamantine weapon hits an object, the hit is always critical.

Location (All in Act 3)

Armour:Helldusk Armour

21 armour class

Helldusk Armour: You are considered proficient with this armour while wearing it.

Infernal Retribution: When you succeed a saving throw, the caster receives burning for 3 turns.

Prime Aegis of Fire: You have resistance to fire damage and cannot be burned. You take 3 less damage from all sources.

Spell: Fly

This can be looted from Raphael’s body in the House of Hope.

Shield:Viconia’s Walking Fortress

+3 Armour Class

Rebuke of the Mighty: When a foe hits you with a melee attack, you may use your reaction to deal them 2~8 force damage and knock them prone unless they succeed a dexterity saving throw.

Spellguard: You gain advantage on saving throws against spells. Spell attack rolls against you have disadvantage.

Spells:

This can be looted from Viconia DeVir’s body in the Cloister of Sombre Embrace in the House of Grief located in the Lower City of Baldur’s Gate.

Headgear:Helm of Balduran

Balduran’s Vitality: The helmet heals you for 2 hit points at the beginning of every turn.

Balduran’s Favour: +1 bonus to armour class and saving throws

Stun Immunity: Wearer cannot be stunned.

Attackers can’t land critical hits on the wearer

This can be picked up from an altar in The Dragon’s Sanctum.

Gloves:Gauntlets of Hill Giant Strength

Set the wearer’s Strength score to 23. The enchantment has no effect if their Strength score is higher without it.

+1 to Strength saving throws

This can be looted from a pedestal in the Archive Room located in the House of Hope.

Footwear: Helldusk Boots

Steadfast: You cannot be forcibly moved by a foe’s spells or actions, and you ignore the effects of difficult terrain.

Infernal Evasion: When you fail a saving throw, you may use your reaction to succeed instead.

Hellcrawler: Teleport to an area and deal 2d8 fire damage where you land. The impact blast spreads in a 3m/10ft zone.

This can be looted from a chest on the top floor of Wyrm’s Rock Fortress.

Amulet:Amulet of Greater Health

Set the wearer’s Constitution score to 23. The enchantment has no effect if their Constitution score is higher without it.

Advantage on Constitution saving throws.

Ring:Ring of Regeneration

Combat Regeneration: At the beginning of your turn, the ring activates and heals you 1d4 hit points.

This can be purchased from the Sorcerous Sundries if Lorroakan is alive. If Lorroakan is dead, but Rolan is still alive, it can be looted from Rolan in Ramazith’s Tower using sleight of hand.

Ring:Killer’s Sweetheart

Executioner: When you kill a creature, your next attack roll will be a critical hit. This refreshes after a long rest.

This can be picked up from the ground of the Self-Same Trial at the Gauntlet of Shar. The exact spot is where your player’s copy died.