
Two-Hander Eldritch Knight Build - Baldur's Gate 3 (BG3)
Contents
Two-Handed Eldritch Knight Build
Eldritch Knight, with the introduction of
Booming Blade, became one of the top choices for this kind of build. At level 11, it can easily land 4 attacks with
War Magic, in most cases destroying any kind of enemy positions or greatly weakening them. To further empower your combat capabilities,
Action Surge is always there.
The class does offer some interesting aspects, like spellcasting, specifically
Shield, which increases the chance of avoiding enemy attacks. Moreover, you get other survivability spells like
Mirror Image, and together, these are an excellent way to soak damage from enemy attacks.
Of course, if you stock up on scrolls, Eldritch Knight can be an effective spellcaster all thanks to the
Eldritch Strike. The weakened enemies are perfect targets for
Scroll of Hold Monster or
Scroll of Hold Person, which then ensures that all of your attacks are critical hits. This allows for reaching some ridiculous damage numbers...
So let's jump into the build!
Class Contribution
The build does have variations, whether it is a pure or multiclass build. I do see merit in some variations to ensure that you can freely use all of the capabilities.
12 Eldritch Knight
- Whooping 4 feats, to customize the build based on your preferences.
Second Wind for an easy heal when the situation requires, works well in the early game, where bonus action usage is limited.- One of the simplest and most powerful actions in the game -
Action Surge, giving a full action point that works with
Extra Attack.
Weapon Bond is a nice feature that forces the weapon to return to hand if dropped.- Access to up to level 2 wizard spell list. These are great spell options, like
Shield or
Mirror Image, to improve defensive capabilities.
Extra Attack and
Improved Extra Attack for 3 attacks on the main action point, this is the highest number of any class.- A free action
Indomitable, which allows you to reroll a saving throw in case you fail it. - The main highlight is the ability to attack with a bonus action using
Booming Blade +
War Magic, without needing much effort. - Semi spellcaster setup, with the passive
Eldritch Strike, you can cast spells (be it normal ones or scrolls) to highly increase your chances of landing them.
Synergy with other builds
Eldritch Knight, as a fighter can fit in any standard party composition. Its power comes from the reliability of landing multiple attacks, which will either kill an enemy or leave them with low health. They can also do some spellcasting, so they can be adjusted to almost any party.
Controllers
Almost any party can benefit from good controllers that use
Hold Person,
Glyph of Warding: Sleep, or
Hold Monster. They guarantee a 100% critical chance and allow you to maximize the whole group's damage. As a Two-Hander EK with 8 attacks on Nova round, and all of them being critical hits, you can vaporize any foe.
- Fire Sorcerer - one of the most reliable builds for this type of setup, with
Hat of Fire Acuity +
Scorching Ray to build
Arcane Acuity. After that, use the control spell witha 100% success chance. - Lorecerer - similar to Fire Sorcerer, can use the same combo and can easily apply total control. Sadly, it is just limited to
Hold Person and
Glyph of Warding. - Spellsword build - Sorcadin, Bardadin, Swords Bard Archer is the standard option for spellsword controllers. Also, other caster-related builds- Lore Bard or even Arcane Trickster with access to unlimited scrolls.
- Eldritch Knight by itself can act as a controller, as you get access to
Hold Person. For monsters, use
Scroll of Hold Monster. To make this effective, you will need
Band of the Mystic Scoundrel, which allows for bonus action casting. Still, I think this is not as good in terms of damage, as EK can use its bonus action for effective weapon attacks.
Piercing party
The Eldritch Knight's best armour is
Bhaalist Armour, which not only improves its damage but also anyone else who uses piercing weapons - spears, daggers, shortswords, and ranged weapons:
- For Archers - Arcane Archer, Swords Bard Archer
- Thrower builds - Eldritch Knigh Thrower, Berserker Thrower
- Melee martials with piercing weapons - Bardadin, Battle Master, Sorcadin, Bladelock
So if you have an Eldritch Knight with a piercing weapon, and another party member also using this damage type, the results will speak for themselves, as you will be able to easily kill any foe with double damage.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
| Level | Class | Selection |
|---|---|---|
| 1 | Fighter 1 | Fighting Style: |
| Abilities: Natural Strength setup: STR - 17 (15+2), DEX - 14, CON - 10, INT - 16 (15+1), WIS - 8, CHA - 8 Strength Elixir setup: STR - 8, DEX - 16 (15+1), CON - 14, INT - 17(15+2), WIS - 8, CHA - 8 |
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| Skills: Intimidation, Athletics, Acrobatics | ||
| 2 | Fighter 2 | - |
| 3 | Fighter 3 | Subclass: Eldritch Knight |
| Cantrips: |
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| Spells: |
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| Expanded: |
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| 4 | Fighter 4 | Spells: |
| Feat: |
||
| Replace Spell: unused spell -> |
||
| 5 | Fighter 5 | - |
| 6 | Fighter 6 | Feat: |
| 7 | Fighter 7 | Spells: |
| 8 | Fighter 8 | Expanded: |
| Feat: |
||
| 9 | Fighter 9 | Replace Spell: any unused spell -> |
| 10 | Fighter 10 | Cantrips: any |
| Spells: any | ||
| 11 | Fighter 11 | Spells: any |
| 12 | Fighter 12 | Replace Spell: any spell you don't use -> |
| Feat: Ability Improvement - +2 Intelligence |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Two-Handed Eldritch Knight build. If you have already started playing, feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
| Race | Features | Description |
|---|---|---|
Half-Orc |
|
The half-orc features are a good addition for this kind of build, where you will engage in frontline combat. The instant resurrection and bonus critical damage will help immensely. |
Wood Half-Elf |
|
The improved movement speed from this race is one of the best passive features to help reach targets on melee builds. |
Wood Elf |
|
|
Zariel Tiefling |
|
Great race that offers unique looks and a few great features. I recommend |
Gale |
|
If you want to transition into the Eldritch Hexknight Build, Gale is one of the best origins for this playthrough, as he gets a level 3 spell slot, which allows upcasting |
Class
| Overview | |
|---|---|
Fighter |
|
| Features | |
| You can use this to heal yourself in tight encounters, to get a little bit more of survivability. | |
Fighting Style
| Style | Description |
|---|---|
| Effective stat boost compared to other fighting style options, as a result, improving armour class. |
Background
Backgrounds are mostly for role-playing, and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your high-value ability points - Strength, Intelligence.
| Background | Skills | Description |
|---|---|---|
| Soldier | Athletics Intimidation |
My preferred choice for background, as it fits thematically, and also gives useful proficiencies, even if your Charisma is low for intimidation. |
| Noble | History Persuasion |
History is an intelligence-based skill, and this background can fit almost any build in terms of role play. |
| Sage | Arcana History |
Both of these skills will utilize high Intelligence well. |
| Outlander | Athletics Survival |
An option, with Athletics skill. |
Abilities
Now, let's take a look at the abilities of the Two Hander EK build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
The core mechanic to understand for ability points is that they give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
I would like to go through two setups - Natural Strength and Elixir Setup, choose the one that fits best what you are doing and what results you want:
Natural Strength Setup
This one is for those who want to avoid consuming
Elixir of Hill Giant Strength every long rest and are okay with less "optimal stats":
| Ability | Value | Description |
|---|---|---|
Strength |
17 (15+2) | The base stat that is relevant for weapon damage. |
![]() |
14 | These two stats somewhat intertwine. With high strength, the build is limited by ability points. As a Fighter, you will not be concentrating on spells a lot, so I do not see 14 Constitution as mandatory. However, 14 Dexterity gives more options for armour and increases initiative. Going early in combat allows you to inflict damage or even kill enemies. |
Constitution |
10 | |
Intelligence |
16 | So, Intelligence will play an important role, later on, once you get |
Wisdom |
8 | With limited options for stat allocation, Wisdom is left at 8. |
Charisma |
8 | Not relevant stat. |
Strength elixir and Strength gloves setup
This is a more optimal setup, and makes this type of build shine from early on. In Act 1, after you reach the first settlement -
Druid's Grove. There, you can stock up on powerful elixirs for Acts 1 and 2 -
Elixir of Hill Giant Strength from a specific vendor,
Auntie Ethel.
What do they do? They increase the Strength to 21 until a Long rest. More or less, this negates any need to have an investment in Strength if you plan to use it till the late game. This enables a better stat split and maximizing combat potential early on.
| Ability | Value | Description |
|---|---|---|
![]() |
8 | Strength becomes irrelevant. |
Dexterity |
16 (15+1) | Helps with initiative and gives a boost to the armor class when wearing medium armor. |
Constitution |
14 | Helps with a higher health pool. Depending on your priorities, you can set it to 16. |
Intelligence |
17 (15+2) - with Auntie Ethel Hair +1 Intelligence 16 - no hair |
Later, you will obtain |
Wisdom |
10 - with Auntie Ethel Hair +1 Strength 12 - no hair |
This will remove the negative modifier against Wisdom Saving Throws. |
Charisma |
8 | Not relevant for the build |
Later in the game, once you reach the second part of Act 3, you can obtain
Gauntlets of Frost Giant Strength, which set strength to 23, and opens up an elixir slot. This simplifies the setup further and makes the build even stronger.
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier or are useful in general:
- Intimidation
- Acrobatics
- Athletics
Leveling Progression - Levels 2-12
Here is the detailed progression for the Two Hander EK build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class, you can start picking your options.
Level 2
By this time, you should have landed on the
Ravaged beach already. The Fighter gives good features from the very start:
| Feature | Description |
|---|---|
| The iconic action of a fighter is extremely popular for its simplicity and effectiveness. You get additional action with full bonuses from |
Level 3
This level brings the important choice of subclass
Subclass
| Overview | |
|---|---|
Eldritch Knight |
|
| Features | |
| Your weapon cannot be knocked out from the hand and returns when thrown. | |
Cantrips
You can choose two options. Here are my suggestions:
| Cantrips | Description |
|---|---|
| One of the core cantrips that later will deal additional damage, and provides an easy way to activate |
|
| Although risky to use, it can help immensely with dialogue checks, which are important. Do not cancel the cantrip near the target NPC, as they will attack you. Move away before doing that. |
Spells
I recommend concentrating on utility spells rather than offensive or control ones, which will have limited effectiveness.
| Spells | Description |
|---|---|
| One of the best level 1 spells, giving a high boost to armour class to help with avoiding attacks. | |
| Any | Take any of the other spells; it does not matter much, it will be replaced next level |
Expanded
| Spells | Description |
|---|---|
| Can be used together with |
Level 4
Level 4 brings a new feat, slightly improving the build capabilities
Spells
| Spells | Description |
|---|---|
| The only other spell in the list that makes sense for the setup and the build. |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| The spell that was preivously taken | Excellent utility spell, that can also be applied to other party members and even summons. |
Feat
| Feat | Description |
|---|---|
| One of the best feats for two-handed weapons. First, it gives a bonus attack using a bonus action if you kill an enemy or land a critical hit. Second, it gives a big 10 damage boost, which comes with a -5 penalty to attack rolls. I recommend checking my guide on Attack Roll Increase, to get ideas on how to easily overcome this penalty. |
Level 5
The level gives an important feature for a melee build:
| Feature | Description |
|---|---|
| Can make an additional free attack after making a hit with your main action point. |
Replace Spell
Nothing to replace
Level 6
The second feat is already being unlocked as a special feature of the fighter, compared to other classes
Replace Spell
Feel free to make any adjustments if needed.
Feat
| Feat | Description |
|---|---|
| This is the best option in terms of damage boost if going with the |
|
| Ability Improvement - +2 Strength | The best pick for those with a Natural strength setup, which improves the main damage stat. |
Level 7
A new subclass feature is unlocked:
| Feature | Description |
|---|---|
| This is the main highlight of why you would take Eldritch Knight. With |
Spells
To be fair, none of these spells matter much for what the build is aiming. The most relevant one would be:
| Spells | Description |
|---|---|
| In case you have a darkness party that has |
|
| Any | Take any spell |
Replace Spell
Sadly, no level 2 replacements yet
Level 8
Good level 2 spell options become available, and a new feat is accessible
Expanded
| Feat | Description |
|---|---|
| Excellent defensive spell, which gives increased Armour Class for a limited number of hits. |
Another spell could be
Shadow Blade, but I have a separate variation of this build to utilize it.
Feat
For the third feat, the options are situational depending on your picks:
| Feat | Description |
|---|---|
| This is a priority if you did not get it | |
| A perfect option if you didn't get Auntie Ethel's Hair for +1 Strength. This helps you to round up the strength modifier. | |
| Excellent feat for ensuring that you are immune to |
Level 9
An additional feature is unlocked for the Fighter class:
| Feature | Description |
|---|---|
| Greatly improves chances of succeeding in Saving Throws, minimizing the impact of various actions and spells. |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| Any spell that you rarely use | Gives a significant mobility boost, in case you are not able to reach targets. |
Level 10
This level unlocks another Eldritch Knight feature:
| Feature | Description |
|---|---|
| This is an excellent feature, even if you don't plan on using it heavily. In some cases, with applied disadvantage and the landing of |
Cantrips
The build should be fully melee, and by this stage, it does not matter which cantrip you take
Spells
Feel free to take any spell, none of them has a major impact.
Level 11
This level is a big stepping stone, making the fighter one of the strongest martial builds:
| Feature | Description |
|---|---|
| Now, a third attack can be used, tripling your base damage. Especially in the late game, where you have multiple sources of additional damage, this will stack up for easy kills against most foes. |
Spells
Take any spell
Level 12
Nothing major on this level, just a few choices to round up and finish the build
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| Any spell that you rarely use | A decent spell to have in the arsenal, especially with the |
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +2 Intelligence | With access to |
| Previous feats | Any feats from the previous levels suggestions. |
That's it, the build is done!
Maximizing Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Natural Setup
Strength
So this ability score is quite important, and as we talked already, there are a few main ways to maximize it
- 17 Strength - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Strength if you pick this choice.
- Feat - Ability Improvement - +2 Strength.
- Act 2 - Potion of Everlasting Vigour - +2 Strength.
- Feat 2 - if not taken Auntie Ethel Hair, then you can take
Athlete: Standing Up and get +1 Strength - Act 3 - Mirror of Loss - pick +2 Strength.
This results in 24 Strength, with +7 modifier, which can only be higher with
Elixir of Cloud Giant Strength.
Intelligence
- 16 Intelligence - the base from character creation.
- Feat - Ability Improvement - +2 Intelligence.
This results in a +4 modifier, which is a good value for spellcasting and
Arcane Synergy.
Hill Giant Elixir and item setup
Strength
For the early game, just use
Elixir of Hill Giant Strength, and in Act 3, switch it with
Gauntlets of Frost Giant Strength and have strength set to 23. This is still a good value and makes the setup very easy, without worrying about any feats or other variables.
Intelligence
- 17 Intelligence - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Intelligence if you pick this choice.
- Feat - Ability Improvement - +2 Intelligence.
- Act 3 - Mirror of Loss - pick +2 Intelligence.
The total is result is 22 Intelligence with +6 modifier, a very good value both for casting spells via scrolls and
Arcane Synergy damage bonus
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
| Consumable | Description |
|---|---|
| This is a very powerful potion. It gives an additional action point which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member |
|
| The attack roll bonus is pretty good, which improves your chances of hitting. | |
| Helps with attack and damage rolls. | |
| It can be used in two ways - the first one is to enter combat with a |
|
| Gives |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. | |
| With the elixir, you can skip any strength investment by drinking it after each long rest. This simplifies the build and gives a significant combat performance boost. Here is a farming guide for Elixir of Hill Giant Strength. | |
| Improved version of |
|
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
|
| Provides bonus damage of 1d4 and some other good bonuses. | |
| Boosts attack rolls by 1d4; this is a good boost to increase the likelihood of landing attacks. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits, especially good with |
|
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | Decreases enemy ability score, free use, so worth getting it. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | It can be used to save yourself from a deadly spell. | |
| Elite | Allows for freely casting a spell without resource limitation. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Two-Handed Eldritch Knight Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
Act 1 is pretty generous with weapon options, so choose based on what you prefer:
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
Gives a very easy advantage option, greatly increasing hit chance. | |
| One of the best early game weapons with a boost to attack rolls against enemies that have already received damage. | ||
| Excellent sword, which has a powerful |
||
| A solid greatsword option with special shield action. | ||
Ranged |
Gives bonus initiative, allowing one to go earlier in combat. | |
| Gives easy Advantage against monstrosities, for all weapon attacks. | ||
Head |
One of the best headwear for pure weapon damage increase. | |
| Improves movement speed, allowing one to reach important targets easily, early in the game. | ||
Cloak |
Accessible if you are Dark Urge. | |
Armor |
One of the best Heavy armor choices, with solid Armour Class, |
|
| The starting armor that is surprisingly good is worn by Lae'zel. It gets +2 Armor Class from at least 14 Dexterity. | ||
Gloves |
Gives easy advantage on attacks, making it an easy choice to counteract the effects of |
|
| One of the best picks if you are doing a Natural Strength setup. This allows for a reduction of Dexterity investment to 8, and puts other points into Constitution or Wisdom. | ||
| Applies the |
||
Boots |
The best boots in the game for walking on |
|
| Excellent boots to help move through |
||
| Can work well with |
||
Amulet |
If you can acquire it, this can be the best amulet option for most of the game. | |
| Excellent amulet that gives an easy vulnerability source, for the mid-game. | ||
| Gives a free |
||
Rings |
Use this ring or |
|
| Bonus armour for survivability. | ||
| Improves damage on each hit. | ||
| Movement speed boost, which is especially important in some big area fights in Act 1. |
Act 2 - mid-game
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
Depending on your decision on Nightsong, you will obtain one of these. The |
|
| A solid weapon that gets an additional damage rider and an enchantment bonus with |
||
| One of the first weapons with a +2 enchantment comes with a Force damage rider. | ||
| - | Previous Act weapons still play a decent role and can be used effectively. | |
Ranged |
- | Bows from previous Acts. |
Head |
- | Previous Act headwear |
Cloak |
Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | |
Armor |
A semi-upgrade to |
|
| I would only wear this if you have 16 dexterity, to make it a competitive armour. | ||
Gloves |
Solid gloves for weapon damage boost. | |
| You will want to wear these gloves if you are using the Natural Strength setup, to invest dexterity points into Constitution. | ||
| Both of these gloves are a decent option, the higher ones give additional action to curse creatures in at least |
||
Boots |
Gives +1 Armour Class, which is a significant survivability boost. | |
| - | Boots from Act 1 are still perfect. | |
Amulet |
Continues to be the best amulet in terms of damage boost. | |
| Excellent pick with |
||
| Excellent amulet that can help in tight situations when you are |
||
Rings |
Gives additional damage boost while the target is at least |
|
| Gives psychic damage rider while you are concentrating on a spell. This can be anything, like |
||
| If you have a hard time getting Advantage on your attacks, this is the easiest fix, although it comes with a disadvantage on mental saves. | ||
| Improves armour class, making it easier to avoid enemy attacks. |
Act 3 - Final Build setup
If you have been running
Elixir of Hill Giant Strength with 8 strength, your direct upgrade is
Gauntlets of Frost Giant Strength for 23 strength.
If you did the Natural Strength setup, you would want to maximize your Dexterity, and to do this, you either use
Gloves of Dexterity or
Amulet of Greater Health. The amulet is used to funnel all points from Constitution into Dexterity. So you end up with high strength, constitution, dexterity, and intelligence.
Without those two items, the build ends up not as well optimized
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
The best spear in terms of pure damage with |
|
| Alternative to |
||
| This is an alternative weapon in case you do not want to use the Piercing setup. The weapon wants high strength; the build setup already maximizes its damage potential. | ||
| Githyanki's specific greatsword comes with +a 3 enchantment and special |
||
Ranged |
In terms of pure damage boost, this is the best bow, especially as you can easily guarantee critical hits via |
|
| Gives a whooping +3 to initiative, I would only use it without the |
||
| Reduces the critical roll requirements, giving a slight average damage boost. | ||
Head |
The best option in terms of combat damage potential. The additional bonus action can be utilized both with |
|
| In case the |
||
| A powerful spellsword setup option, making each of your weapon attacks give 2 stacks of |
||
| A good helmet with a flat necrotic damage rider on weapon attacks. | ||
Cloak |
The best cloak in terms of defensive capabilities, as it gives the enemy a disadvantage on attack rolls. | |
Armor |
The best armour in terms of combat damage potential. This gives |
|
| An alternative heavy armour that also gives |
||
| The only option to wear if you would like to negate critical hits from the enemies. This greatly improves survivability, especially when you are running |
||
Gloves |
Allows you to just skip any strength investment and continue point investment into spellcasting modifier. | |
| One of the best offensive gloves, giving a decent damage boost, which gets doubled if you use |
||
| Improves Spell Save DC and gives a fire damage rider. This is an excellent option if you want to lean into spellcasting, but still retain damage potential. | ||
| These gloves are an option if you will go with natural strength, and will not use or have access to the |
||
Boots |
Both of these are some of the best boots in the game. Use any of these to improve your movement on various terrains and avoid negative effects. | |
Amulet |
My go-to pick for an amulet, mandatory if you are using |
|
| Best offensive amulet, giving poison damage rider. You will need to get healing from another source to activate it, like a potion or a cleric's |
||
Rings |
Very powerful accessory that gives direct damage boost via |
|
| Excellent ring that easily gives a damage boost while enemies are at least |
||
| This ring option is in case you want to lean into spellcasting with scrolls to apply illusion and enchantment spells via a bonus action. This allows the Eldritch Knight to utilize its |
||
| Great ring option, as you have good options for activating Concentration, like |
Build Mechanics
In this section, I would like to dive deep into how to play the Crow Paladin Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
Managing Great Weapon Master
The most important aspect of most two-handed builds is correctly utilizing
Great Weapon Master: All In and its -5 attack roll penalty. By putting an effort into minimizing the debuff, from level 4, you can get 10 flat damage boosts, making most of the enemies a cakewalk.
Bless from Cleric or Paladin, for a 1d4 bonus.- Spells like
Faerie Fire, and
Blindness give an advantage to attackers.
Oil of Accuracy or
Diluted Oil of Sharpness, for a 1 and 2 attack roll bonus.
Gloves of the Growling Underdog - can be obtained in Goblin Camp and give an advantage for attack rolls.
Phalar Aluve: Sing gives 1d4 to attack rolls.
Now, if you want more in-depth information, I have a guide covering how to increase attack rolls, which lists a lot of options and combinations. You can then pick the bonuses based on your party setup.
Use Utility and defensive spells
The easiest way to utilize the Eldritch Knight well is to utilize its access to various utility spells:
Mirror Image - best used to buff up before combat
Longstrider - use it every long rest to increase movement speed on all party members not just yourself
Enlarge an easy 1d4 damage boost on each attack.
There are a few other options, but these already provide nice value for the EK spell slots, and why you took this subclass.
Control and offensive spellcasting
So at first glance, you may think that melee attacks are the only thing that you should concentrate on. Of course, you would be right, in terms of "optimal setup" and doing the most damage, that's probably what you would go with.
However, you can be a pretty good spellcaster thanks to
Eldritch Strike, which gives the enemy disadvantage on saving throws. With a decent spellcasting modifier and having
Band of the Mystic Scoundrel, you can cast illusion and enchantment spells with just a bonus action.
The spellsword setup will not give you the best damage and spell success chance, but it is an interesting alternative if you want more than just "hit the enemy until it dies."
The main problem is that you are limited to
Hold Person. However, it is easy to stock up on scrolls by having a dedicated Pickpocket Build. Now you can cast
Scroll of Hold Monster,
Scroll of Hypnotic Pattern, etc, almost for free and with just a bonus action.
Weapon Bond
Similar to a warlock, an Eldritch Knight can bind its weapon with
Weapon Bond. This doesn't give any direct damage boost, but it ensures that you can't drop your weapon. This is an excellent defense against
Disarmed effects.
Maximizing the number of attacks
The build can land a high number of attacks late in the game, especially once you get the
Improved Extra Attack:
- Base attack
- Bonus action attack
War Magic.
Helmet of Grit (if you take it) - additional bonus action for -
Great Weapon Master: Bonus Attack
Haste or
Potion of Speed for an additional action point with a single attack.
Elixir of Bloodlust - one more action point for a single attack if you kill an enemy.
Extra Attack - gives another attack for the main action point.
Improved Extra Attack - one more attack for the main action point, resulting in 3 of them
Action Surge - gives an action point which can be used for 3 attacks with
Improved Extra Attack
Terazul - a late-game consumable that gives another attack.
So you can have 8+ attacks easily with a fighter, which can take out most enemies or bosses with a single nova round.
Early Game Combat
This part would cover how the build plays up until level 6
- The early game is pretty simple; mostly, you just hit with your weapon against the target, which has lower Armour Class.
- Use
Action Surge to gain additional action points and land another attack, perfect for when you really want that specific enemy dead. - With Eldritch Knight unlocked, use
Shield reaction to avoid getting hit. This is one of the best ways to survive direct attacks. - Once you unlock
Great Weapon Master: All In, try to get attack rolls advantage, to increase your hit chance. The +10 damage boost is huge in the early game. - From level 5
Booming Blade gives free thunder damage, so always use it when you can.
Late Game Combat
- More or less continue the same playstyle. After level 8, you can start prebuffing with spells like
Mirror Image or
Enlarge before combat, to save your action points. - Make sure to use
Booming Blade every turn, as it will activate
War Magic, giving an easy way to use a bonus action. Of course, your
Great Weapon Master: Bonus Attack can also activate. - If you decide you want some spellcasting, stock up on scrolls and equip
Band of the Mystic Scoundrel. To take this further, get additional bonus action with
Helmet of Grit.
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
| Setup | Description |
|---|---|
|
This variation enables to use Charisma both for spellcasting and weapon effectiveness. This means that you can have 0 investment in strength and Intelligence. This also opens up a more charismatic build option espeically if you are the main character. |
Conclusion
Thank you for reading the Two-Handed Eldritch Knight Build for Baldur's Gate 3. This is simple yet effective frontline build with a lot of damage potential. The special features of subclass not only add a bit of spellcasting options but also easy way to get bonus action attacks.
Cheers!
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Half-Orc
Wood Half-Elf
Wood Elf
Zariel Tiefling
Gale
Fighter
Strength
Constitution
Intelligence
Wisdom
Charisma
Eldritch Knight
Melee (Two-Handed)
Ranged
Head
Cloak
Armor
Gloves
Boots
Amulet
Rings
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