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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.

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.

Features
3
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.

Learn 2cantrips.
Learn 2level 1wizard spells from theschools of abjuration or evocation.
Learn 1level 1spell from a list of wizard spells fromany school.

4
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.

5
6

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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.
8
Learn a spell from a list of level 1 and 2 wizard spells fromany school.
9
Replace a spell with one from a list of level 1 and 2 wizard spells fromany school.
10
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
Recommended Level-By-Level Build
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.
1
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.
Recommended Expanded Spells:
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.