Eldritch Knight 5e

Fighters who supplement martial prowess with abjuration and evocation magic. Eldritch Knights blend weapon attacks with spellcasting for tactical versatility.

At a Glance

Hit Die
d10
Primary Ability
Strength or Dexterity, Intelligence
Saving Throws
Strength, Constitution
Armor
All armor, shields
Weapons
Simple weapons, martial weapons
Spellcasting
Third caster (Intelligence)

Key Features

FeatureLevelDescription
Spellcasting3rdLearn wizard spells (primarily abjuration/evocation). Limited slots as third caster.
Weapon Bond3rdBond with up to two weapons, can't be disarmed, and summon as bonus action.
War Magic7thWhen you cast a cantrip, make one weapon attack as a bonus action.
Eldritch Strike10thCreature hit by your weapon attack has disadvantage on next save against your spell until end of your next turn.
Arcane Charge15thTeleport up to 30 feet when using Action Surge, before or after the extra action.
Improved War Magic18thAttack as bonus action after casting any spell, not just cantrips.

Subclasses

SubclassSourceFocus
Eldritch KnightPlayer's HandbookThis is the subclass itself - fighter martial archetype blending magic and melee

Common Mistakes

Common Mistake
Forgetting spell restrictions - must pick mostly abjuration/evocation until high levels
Common Mistake
Not using Shield spell, which is one of the best reasons to be an Eldritch Knight
Common Mistake
Missing that War Magic requires casting a cantrip, not any spell (until 18th level)
Common Mistake
Overlooking Weapon Bond prevents disarming and allows teleporting weapons to hand

DM Tips

DM Tip
Shield and Absorb Elements make Eldritch Knights extremely durable
DM Tip
They're limited to 1/3 spell progression - don't expect heavy spellcasting
DM Tip
War Magic at 7th level makes them dangerous with cantrips like Booming Blade
DM Tip
Eldritch Strike disadvantage combos well with allies casting save spells

Frequently Asked Questions

Sources & Further Reading