In this article, we will let you know about the best build for the Eldritch Knight in Baldur’s Gate 3. Simply follow the guide given below and you are good to go.
Eldritch Knight build:
Fighters can become Eldritch Knights at Level 3 in Baldur’s Gate 3, and when they do so, they gain access to some Wizard spells. These can be used to hit targets far away or make devastating AoE attacks when in melee range.
As is the case with some of the builds above, it isn’t really important what you choose, but it is recommended to take a Background that boosts Intelligence Skills is not a bad idea. These are Arcana, History, Investigation, Nature, and Religion.
The best Races for Eldritch Knight are Shield Dwarf and Githyanki. Shield Dwarves will allow you to gain 17 Strength and 17 Constitution, which means when you hit Level 4, you can have 18 in both of these, which is fantastic. Githyanki allows you to get to 17 in Strength easily and increase your Intelligence allowing you to get to 16 here. They also have a lot more options when it comes to Skills.
For Skills, you could take any you want available to you. However, you must try and suit those for your Abilities. Again, Intelligence-primarily based Skills work well, as do Dexterity ones when you have some points into Dexterity.
These are Acrobatics, Sleight of Hand, and Stealth. You’re not in all likelihood to use Stealth a great deal as an Eldritch Knight, so I advise Acrobatics or Sleight of Hand in case you want Dex Skills.
At Level 2, your Fighter, you will gain Action Surge once per Rest, allowing you to take a second Action. This is extremely powerful, and you should use it when you know you can hit something or burst a deadly target down quickly. Save it for when you need it.
When you come to be an Eldritch Knight at Fighter Level three, you’ll get to choose a few Wizard Spells. First, you’ll get to select 2 Cantrips, and these have a whole lot of effects.
However, I strongly recommend you choose at the least one long variety one for those instances you can not reach enemies because when you are close up, you’ll melee more often than not, making near range spells a bit redundant. Some good alternatives are Acid Splash, Chill Touch, Fire Bolt, or Ray of Frost.
Once you hit Level 4, you’ll gain an additional Spell. Here I suggest taking either Thunderwave or Burning Hands (whichever you didn’t take before), or Witch Bolt if you didn’t take it at Level 3. You’ll also gain an extra Spell Slot so you can cast one more spell.
Then you will get to choose your Feat, and here you will take Ability Improvement to place 1 point into Strength and another into Constitution, bringing these both to 18. This will give you +4 on your Attack and Damage Rolls with melee weapons. Increasing your Constitution Modifier to +4 will bring your total HP up to 44, which is quite respectable.