How To Build An Eldritch Knight In DND

Within the realm of Dungeons & Dragons, battles are often fought with no lack of martial prowess or arcane wonder. While most adventurers tread separate paths of magic or physical feats, however, the Eldritch Knight wields with great skill and harmony.


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With a limited yet potent selection of spells, the Eldritch Knight unlocks hidden potential in the fighter’s already-versatile arsenal. In the heat of battle, they can often be found safeguarding their allies while casting upon foes with great destructive force. If you can’t choose between playing a caster or a martial, the Eldritch Knight is an excellent way that you can wield both sword and spell in captivating synergy.


Eldritch Knight Features Overview

Knightly Valor by Matt Stewart

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic.

Spellcasting

  • When you reach third level, you augment your martial prowess with the ability to cast spells.

Spellcasting is, obviously, the Eldritch Knight’s bread and butter. This is a complicated feature that stands uniquely different from the other spellcasters.

The Eldritch Knight’s Spellcasting Table is as follows, and details exactly how many cantrips, spells and spell slots you get at each level.

Eldritch Knight Spellcasting

Spell Slots per Spell Level

Fighter Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Cantrips

  • You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at tenth level.

Firstly, you get to pick any two cantrips from the Wizard spell list—which is massive. Still, what works for a squishy caster in the backline won’t necessarily work for you and your trusty blade.

Suggestions on which spells work best for the Eldritch Knight can be found in the next section.

Spellcasting Ability

Spell Slots

  • The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of first level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
  • For example, if you know the first-level spell Shield and have a first-level and a second-level spell slot available, you can cast Shield using either slot.

Spells Known of first Level and Higher

  • You know three first-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
  • The Spells Known column of the Eldritch Knight Spellcasting Table shows when you learn more wizard spells of first level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of first or second level.
  • The spells you learn at eighth, 14th, and 20th level can come from any school of magic.
  • Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

The spell slots of the Eldritch Knight work much like normal—coming back on a long rest, like that of most casters’.

At third level, your Eldritch Knight gets their subclass, unlocking access to three spells right off the bat. Out of these, only one can be from any school of magic, while the other two must be chosen from the Abjuration or Evocation schools.

At the eighth, 14th, and 20th levels, you will again be able to pick one spell from any school of magic. All other spells gained outside these specific levels must still come exclusively from the Abjuration or Evocation schools of magic.

It should be clear by now that the vast majority of your spells will need to be either Abjuration or Evocation, meaning that when you get to pick spells that aren’t, you should do so carefully.

Spellcasting Ability

  • Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Interestingly enough, Intelligence—a stat that not many fighters tend to focus on—is your spellcasting ability. This means that your Eldritch Knight will be significantly more multi-attribute dependent than other fighters of different subclasses.

The build that this guide suggests doesn’t require you to have an overwhelmingly high Intelligence modifier to deal damage, but it will still affect some saving-throw spells, meaning that Intelligence probably shouldn’t be your dumpstat here.

Weapon Bond

  • At third level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

  • Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

  • You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Essentially, this lets you summon your weapon back to you whenever you want, and you can’t ever get it stolen out of your hand.

This is some good flavor, but it probably won’t see too much use in the standard campaign—unless it’s in an urban setting where your party has to attend lots of formal events unarmed, for example. Still, it does open the opportunity to throw your weapon and call it back into your hand, which is pretty cool.

There is no definition of the weight, size or nature of the weapon in this feature, meaning that you could technically bond with and teleport some pretty outlandish «weapons». Be sure to check with your DM first, however, to make sure that it’s the right table for shenanigans like that.

War Magic

  • Beginning at seventh level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Don’t be fooled by the apparent loss of a weapon attack with this feature. When combined with cantrips like Booming Blade or Green Flame Blade, it unlocks tactical advantages and unique battle strategies, sometimes easily surpassing the damage from the extra attack of other fighter subclasses. This is great, and can skyrocket your damage, as well as on-field utility.

Eldritch Strike

  • At tenth level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

One of the weaknesses of the Eldritch Knight is their lower spell-save DCs, as Intelligence likely won’t be your highest score. This grants you, essentially, a free disadvantage that automatically gets imposed on any enemy you hit—and, hopefully, you’re hitting a lot of them by tenth level. This can also lead to tons of interesting combos involving AOE saving-throw spells, Action Surge, and your four attacks over two rounds.

Arcane Charge

  • At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

This feature offers significant mobility, granting you the ability to position yourself strategically. Whether it’s getting out of harm’s way to unleash a powerful area-of-effect spell or closing in on a vulnerable target in the backline, this feature provides invaluable options for a melee fighter.

Improved War Magic

  • Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

More attacks, more spells, more combos, more damage—there’s nothing not to like about this great feature. This also synergizes with the weapon-attack-imposed disadvantage with Eldritch Strike, making your next spell even easier to hit.

Best Spells For Eldritch Knight Fighters

Dungeons And Dragons - Candlekeep Mysteries Cover Art of Adventurers Reading from a book in a old library
Candlekeep Mysteries Cover Art By Clint Cearley

Booming Blade / Green-Flame Blade

  • Excellent options due to their increased damage output compared to regular melee attacks.

  • As you level up, these cantrips scale and will remain powerful, becoming comparable to two melee attacks while retaining their unique effects.


  • Despite being wizard cantrips, they utilize the modifier of your weapon attacks, which is likely your highest stat.

Lightning Lure

  • Useful in specific situations where you want to clear the area of enemies around an ally, while dealing damage at the same time.

Shocking Grasp

  • Handy in certain scenarios like allowing you or an ally to retreat safely without triggering opportunity attacks.

  • Also effective against targets made of or wearing metal, with an increased likelihood of hitting them.

Sword Burst / Thunderclap

  • These cantrips have lower single target damage, but become vastly superior when you are surrounded by a group of enemies.

To go over each spell is not within the scope of this guide, unfortunately—but here is a general line of reasoning that you should consider when choosing spells for Eldritch Knight.

As an Eldritch Knight, your spell selection is crucial due to the limited options outside of Abjuration and Evocation schools.

With only four spells in your arsenal from levels 3 to 20 that can be outside those two schools, choose wisely to make the most impact. You may want to focus on heavy-hitting damage, survival, and combat utility spells to be effective—leaving exploration utility spells like identify, air bubble, detect magic, and comprehend languages to other spellcasters with more versatility.

Below are a few recommended spells to consider, but remember to tailor your choices to suit your playstyle and party needs.

Spell Level

Non-Abjuration / -Evocation

Abjuration / Evocation

1

  • Catapult
  • Silvery Barbs
  • Tasha’s Hideous Laughter
  • False Life
  • Shield
  • Thunderwave
  • Witch Bolt
  • Chromatic Orb

2

  • Dragon’s Breath
  • Enlarge/Reduce
  • Hold Person
  • Misty Step
  • Shadow Blade
  • Whither and Bloom
  • Aganazzar’s Scorcher
  • Melf’s Acid Arrow
  • Rime’s Binding Ice
  • Scorching Ray
  • Shatter

3

  • Erupting Earth
  • Thunder Step

4

  • Blight
  • Charm Monster
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Fire Shield
  • Ice Storm
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire

Best Ability Scores For Eldritch Knight Fighters

knight exemplar
Knight Exemplar by Jason Chan

As mentioned before, Eldritch Knights are quite Multi-Attribute Dependent. The ability scores that they are most dependent on are:

Strength

  • You’ll most likely be using this for all your weapon attacks.

Constitution

  • Constitution is already vital for frontline strikers and defenders, but Eldritch Knights especially want higher Constitution scores—you’re not just a wall of hitpoints anymore, you’re a wall of hitpoints with Concentration saves to make.

Intelligence

  • Generally great for a frontline class such as the Monk, especially as they have one of the lowest hit-dice of the martial classes. Astral Self Monks will also find themselves in the middle of the fray because of their self-centered AOE damage.

On the other hand, ability scores that won’t do much for an Eldritch Knight are:

Dexterity

  • Though you should probably be wearing heavy armor, there are Dexterity-based Fighter builds that focus on Finesse weapons. In that case, you’ll want to focus on DEX instead of STR.

Wisdom

  • An Eldritch Knight fighter won’t have much use for Wisdom, though Wisdom does govern the important Perception checks and the very common Wisdom-Saving Throw.

Charisma

  • Many other classes are better-suited to be the face of the party. You’ll probably want to leave the diplomacy to them.

This section outlines an optimal approach to building a Monk’s ability scores for peak performance, but remember, it’s just a guide! Feel free to diverge from it. Designing a character with imperfections or unique quirks can often be more fun and rewarding.

Best Species For Eldritch Knight Fighters

armored half orc swings a sword while riding an armored horse
Devoted Paladin by Chris Rallis

If your Dungeon Master doesn’t use Custom Lineages at your table (which allows you to choose your own ability scores), consider a Species that boosts both your Intelligence and Strength/Dexterity:

Species

Benefit

Duergar

Great innate spells complement the fighter’s abilities. Dwarven Resilience and Psionic Fortitude provide excellent frontliner support.

Goliath

Custom-made for a strength-based fighter, with features that greatly enhance durability and strength-based abilities.

Half-Orc

Savage Attacks and Relentless Endurance make for a resilient and hard-hitting fighter.

Elf (Shadar-Kai)

Ability to teleport provides excellent mobility, and damage resistance benefits frontliners.

Human (Variant)

Versatile Ability Score Increases, and the additional starting Feat is always fantastic to have.

Shifter (Longtooth / Beasthide)

Additional HP/AC and additional damage respectively, both advantageous for an Eldritch Knight.

However, if your Dungeon Master allows for Custom Lineage, a lot of other options become much more viable:

Species

Benefit

Dwarf (Mountain)

Two +2 ability score increases are excellent for Fighters, allowing room for more feats. .

Gnome (Forest)

Extra Intelligence, along with Gnome Cunning granting advantage on saving throws, boosts your spellcasting and resilience.

Elf (High)

Bonus wizard cantrip using Intelligence modifier adds versatility to spell options. Trance and Fey Ancestry provide strong advantages.

Hobgoblin

«Fortune of the Many» provides insurance against tough saving throws, complementing the Fighter’s abilities, and «Help» action can aid allies in combat, making you a valuable support on the battlefield.

Kobold

Easy access to Advantage from «Pack Tactics» enhances accuracy, while «Draconic Sorcery» adds to the Eldritch Knight’s spellcasting versatility

Githyanki

Extra proficiency in a tool or skill adds versatility, and free racial spells with Intelligence casting are great options for a magical Fighter.

Best Feats For Eldritch Knight Fighters

MTG A human warrior leading a group of armed humans
Hero of Precinct One by Bram Sels

Here are some suitable feats for the Eldritch Fighter that encompass a diverse range of character themes.

Remember that your fighter will get vastly more Ability Score Increases (and thereby, Feats) than other classes!

Feat

Benefit

Elemental Adept

If multiple damage spells of the same elemental type are taken—which is likely for a frontliner—this feat greatly boosts damage.

Fey Touched

Intelligence increase, free Misty Step, and access to two extra spells, expanding mobility and casting options.

Great Weapon Master

Great damage increase when using two-handed weapons, boosting martial prowess.

Heavy Armor Master

Provides significant damage reduction when using heavy armor, enhancing survivability.

Mobile

Extra mobility on the battlefield, nullifies opportunity attacks to improve positioning.

Shield Master

Offers great defensive capabilities, allowing for improved protection and versatility.

Savage Attacker

Significant damage increase, maximizing damage output in melee combat situations.

Tough

Offers a substantial health increase, allowing for a lower Constitution modifier.

Sentinel

Enhances control and defense, making you a potent defender.

War Caster

Strongest feat for a melee caster, allows spellcasting with a shield and weapon equipped and offers flexibility in casting.

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