This guide focuses on the best Fighter build in Baldur’s Gate 3, the Eldritch Knight subclass, and includes all components to build a powerful character.

Fighter Class Introduction Baldur’s Gate 3
The Fighter class is a great choice for players who want to focus on dealing damage and being a tough tank in Baldur’s Gate 3. Fighters have a high hit point pool and access to a variety of armor and weapons, making them very durable in combat. They also have a few abilities that can help them deal more damage, such as Action Surge and Second Wind.
This build picks the Eldritch Knight subclass making a hybrid Fighter and spellcaster. We will keep our intelligence low, and use Sword and Shield for higher Armour Class (AC) providing high survivability and damage. The spell choices we select will be geared toward utility and crowd control. This will give you a unique Fighter experience that can control the battlefield while dealing damage and providing support to group members when needed.
This build is being updated with the full release of the game. There will be significant changes over Early Access builds. Here’s a list of what you can expect to be different on the launch of Baldur’s Gate 3:
- Race & Ability: each race now has a +2 and +1 of your choice rather than specific ability improvements.
- Respec & Reroll: your character will be able to reroll qualities of your original choice like subclass, and decision at various levels.
- Companions: can now also be respec or changed into the class you desire.
- Level Cap: the maximum level will now be 12 rather than 5.
- Multi-Class: you will be able to multi-class, and this will open many options.
We will be making changes live as we learn more about how Baldur’s Gate 3 plays out at end game, including gear, multi-class, level progression and racial changes.
Fighter Build Pros
- Weapon Proficiency
- Extra Attacks
- Spell Casting
Fighter Build Cons
- Lacks Area Damage
- Equipment Dependent
- Bonus Action Limited
If you’re looking for a class that can dish out a lot of punishment and takes a lot of hits, then the Fighter is a great choice for you. With their high damage output and survivability, Fighters are an asset to any party.
Eldritch Knight Fighter Class Features & Mechanics
The Fighter Class features action surge, giving you an extra action, second heal, which is a self-heal and proficiencies in all armor and weapon types. Consider the Fighter a versatile martial class that is ultra simple to play and very effective. At level 5, you unlock Extra Attack allowing you two attacks in one turn, along with Action Surge for even another action.
The following list presents all the essential Fighter Eldritch Knight Class Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Strength
- Armour Proficiency: Light, Medium, and Heavy
- Weapon Proficiency: Simple, Martial, and Shield
- Health Points: 10 HP + their Constitution Modifier, and then gain 6 HP + their Constitution Modifier every level thereafter.
- Second Wind: heal yourself with a bonus action, gain access to this at level 1.
- Action Surge: Gain one additional action, acquired at level 2.
- Spellcasting: with the Eldritch Knight subclass, we will be able to cast spells at level 3.
- Extra Attack: You can make an additional free attack after making an unarmed or weapon attack.
Fighter Best Subclass – Eldritch Knight
The Eldritch Knight subclass is the hybrid subclass for the Fighter in Baldur’s Gate 3 because it can cast spells. Subclass selection will be unlocked at level 3.
Here’s the list of the Fighter’s Subclasses:
- Battle Master: is a more versatile subclass for the Fighter using superiority dice and maneuvers.
- Champion: are the most straightforward subclass for the Fighter giving a buff to critical strikes.
- Eldritch Knight: is a subclass that combines the martial prowess of the Fighter with the spellcasting ability.
Eldritch Knight will give you cantrips and spell-casting ability at level 3. As you advance in the class, you will receive additional spells and cantrips.
Fighter Spellcasting Mechanics
- Cantrips: are like spells, but you can cast them infinitely, and they don’t take your spell slots.
- Spell Slots: At each level, you gain access to more usage of spells and high-tier spells but only have a finite number of spells until long rest.
- Learned Spells: Unlike Wizards, you get opportunities at leveling up to unlearn and learn new spells.
- Concentration: is a spell mechanic that requires you to maintain concentration otherwise, the spell effect ends.
For the list of the best spells for the Eldritch Knight Fighter, look below in level progression.
Recommended Backgrounds
Soldier is the Best Background for a Champion Fighter in Baldur’s Gate 3. This background grants proficiencies in Athletics and Intimidation. You want to select backgrounds that give you proficiencies in your main ability strength. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters. Additional background choices are:
- Soldier: Proficient in in Athletics and Intimidation trained in combat, and tactics, and served in a militia, mercenary company.
- Outlander: Proficient in Survival and Animal Handling and have several skills that are useful for traveling through the wilderness and surviving in harsh environments.
- Folk Hero: Proficient in Persuasion and Performance, and they have a number of skills that are useful for inspiring others and leading them to victory.
Best Race Choice Fighter Build
The Half-Orc is the best race choice for Fighter Battle Master in Baldur’s Gate 3 because the Relentless Endurance racial feature can save you from death dropping to 0 hit points you stay 1 for a turn. The Half-Orc’s savage attack allows for extra damage and Darkvision is vital playing in the Underdark. A secondary option is Asmodeus Tiefling which offers Hellish Resistance and Rebuke along with Darkvision. This is a great race for filtering with fire and makes a great melee race choice option.
Here is the best race choice for a Fighters build in Baldur’s Gate 3.
Half-Orc | Asmodeus Tiefling |
---|---|
Relentless Endurance | Hellish Resistance |
Menacing | Hellish Rebuke |
Darkvision (12m) | Darkvision (12m) |
Savage Attack | Free Spells |
The Fighter’s racial choice will not influence ability score, as everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you.
Recommended Skills for Fighter Eldritch Knight Build

Acrobatics and Athletics are the best best skills for the Fighter in Baldur’s Gate 3 because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the skills for Fighter in Baldur’s Gate 3:
- Acrobatics is a Dexterity Skill.
- Athletics is a Strength Skill
While these skills are well-suited for the build, it’s important to consider your character concept and the specific challenges you may face in Baldur’s Gate 3. The selection of skills should align with your intended playstyle, complement your party composition, and reflect the narrative and roleplaying aspects of your character.
Best Eldritch Knight Fighter Ability Score

The best Fighter Ability Score is one that focuses on 16 Strength and 16 Constitution while leaving intelligence low and relying on spells that do not factor in intelligence for damage or healing. Dexterity of 14 can help with initiative mainly which is important in determining battle order. Focus on having high Strength for damage and Constitution for health pool and concentration saving throws.
After you choose the class, subclass, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize your Eldritch Knight stats for the chart for the Best Baldur’s Gate 3 Fighter Build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Below is the best ability score to unlock the full potential of a Fighter Baldur’s Gate 3:
Ability | Points Goal |
---|---|
Strength | 16 |
Dexterity | 14 |
Constitution | 16 |
Intelligence | 8 |
Wisdom | 10 |
Charisma | 10 |
Fighter Spell Slots
Here’s a chart that shows the levels and spell slots unlocked for the Eldritch Knight Fighter class in Baldur’s Gate 3:
Fighter Level | 1st | 2nd |
---|---|---|
Level 1 | 0 | 0 |
Level 2 | 0 | 0 |
Level 3 | 2 | 0 |
Level 4 | 3 | 0 |
Level 5 | 3 | 0 |
Level 6 | 3 | 0 |
Level 7 | 4 | 2 |
Level 8 | 4 | 2 |
Level 9 | 4 | 2 |
Level 10 | 4 | 3 |
Level 11 | 4 | 3 |
Level 12 | 4 | 3 |
Fighter Illithid Powers

Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, and consume them to gain one point. This is essentially another skill tree advancement with some very strong powers.
Here are the best Illithid Powers for the Eldritch Knight Fighter Build:
- Luck of the Far Realms: When you make a successful Attack Roll against a foe, you can change that hit into a Critical Hit. This is a passive feature you can react to once you land your first attack.
- Cull of the Weak: When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1-4 Psychic damage. This can provide massive area damage for free and can be toggled off.
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level. This is a passive and hard counter to casters near you.
- Ability Drain: Once per turn, when you make an Attack Roll, the attack reduces that target’s corresponding Ability by 1. This is another useful passive that helps debuff enemies and doesn’t require action or bonus actions.
- Repulsor: deal 2~12 Damage 1d6 force damage and Force Push anything and anyone back 6m. This is a great aoe knockback and does good damage early in the game.
Fighter Class Level Progression
Level 1
Level one follow our character creator to pick all correct background, race, skills, and ability distribution focusing on Strength and Constitution. Level one you unlock an ability that allows you to heal yourself. Don’t expect much gameplay-wise outside of attacking with a melee weapon. Aim to pickup a One Hand Weapon and Shield. Level 3 you will get your subclass pick and a lot of utility then. Lae’zel comes equppied with very high Armour Class (AC) medium armor and this is great to use until you can upgrade to heavy chain or plate mail. Also, pickup a crossbow for ranged attacks.
- Select the correct race, ability distribution, skills, and background.
- Health Points: The Fighter class will have higher health than other classes, so be aware and prepare to force fights and jump in.
- Second Wind: You will receive a very powerful self-heal immediately called Second Wind. This allows you to heal yourself using a bonus action, not an action. This is very important because you can heal and attack in one turn.
Protection Fighting Style: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. This gives us more incentives and defense for using swords and shields with this build.
Gameplay early is very simple, just simply attack and heal yourself to survive. Use potions if you expend your Second Wind and things will pickup soon at level 3 with a lot more fun and variety.
Level 2
Level two gives you one new skill, Action Surge. We are still one level away from our Subclass selection.
- Action Surge: gain one additional action. This allows the Fighter very early to take multiple actions, which will likely be attacked. This makes you formidable very early in the game. Moreover, you only need a Short Rest to replenish this, which can be done twice in the bottom right of your User Interface. Take a Long Rest via camp to fill Short Rest.
Gameplay you now have a way to get two attacks in one turn along with a self-heal. Play aggressively and charge in. Don’t forget to equip a bow because you want some type of range weapon when melee isn’t an option because of distance.
Level 3
Level three you get access to your subclass and for this build, we want to select Eldritch Knight.
Eldritch Knight Subclass Unlocked: gives you the ability to spell cast. We will get other subclass features at level 7 and beyond and expect a few spells at various levels for which we will have suggestions. It’s important to note, the way we have this build setup, is to lower intelligence, which would determine how likely to do spell damage and how much. The reason is, you would need to split your abilities over 3 stats (strength, constitution, and intelligence). The resulting effect would be weak damage, survivability, and utility across the board. Thus, we will forgo damage with spells primarily, and focus on utility and support.
- Receives Spellcasting: (Subclass Feature)
- Receives Weapon Bond: (Ritually bind the weapon in your main hand. The weapon can’t be knocked out of your hand, and it automatically returns to you when Thrown.)
- Receives 2 Cantrips: Blade Ward, Fire Bolt
- Receives 2 Spells: Shield, Protection from Evil and Good
- Blade Ward: Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks.
- Usage: this is a decent cantrip when expecting incoming melee damage.
- Fire Bolt: Hurl a mote of fire dealing 1d10 Fire Damage.
- Usage: we aren’t using this often as our ranged bow or cross bow will do more damage. It does help with lighting items on fire though.
- Shield: When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.
- Usage: this is a reaction, so expect it to automatically fire off. You can click your reaction tab and “ask” for the game to give you a popup. This is useful if you don’t want to consume your limited spell slots for this buff. Shield makes you extremely survivable especially in sword and shield.
- Protection from Evil and Good: Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage.
- Usage: this spell is niche for when fighting specific enemies. You can inspect enemies and find which type they are, and it’s good to cast this when likely to be controlled by one.
- Find Familiar: Gain the service of a familiar, a fey spirit that takes an animal from of your choose.
Gameplay: Now that you have access to spells within the Fighter’s kit, use them sparingly until you get more spell slots. Ideally Shield and Find Familiar are the two you want to run all the time. Cast Find Familiar outside of combat every long rest. Use Blade Ward when you expect you are an ally to get chunked with melee damage. Fire Bolt only to light something on fire and Protection in limited fights.
Play like a normal Fighter, aggressive, melee using attacks up close and personal.
Eldritch Knight Level 3 Spells: Blade Ward Cantrip, Fire Bolt Cantrip, Shield, Protection from Evil and Good, Find Familiar.
Level 4
At level four as an Eldritch Knight, we get an additional level 1 spell along with a feat. This is a big choice, but we suggest Magic Initiative: Cleric. This will help in your group utility. Here are our suggestions for cantrips and spells at this level:
- Guidance: Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks.
- Usage: this is an amazing outside-of-combat boost to checks. The game typically automatically cast this or you can choose so during dialogue and helps in story progression.
- Produce Flame: A flickering flame appears in your hand. It sheds bright light in a 9m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action.
- Usage: this is another utility skill and you will often times need light. If creatures lack Darkvision, they will receive a penalty in dark areas.
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects dealing 2d8 Thunder damage.
- Usage: we are only using this as a knockback off ledges. This will be helpful to “peel” for an ally and knocking enemies off them or a ledge to get an instant kill. Don’t use this spell for damage.
- Shield of Faith: Protect a creature from attacks: increases its Armour Class by 2.
Gameplay: you will now have a lot more utility at this level. Your damage will still come from melee attacks. We also don’t select heals at this level because the scaling (how effective they will be) is determined on a lower ability. This allows the Eldritch Knight Fighter utility without sacrificing too much damage.
Eldritch Knight Level 4 Spells: Blade Ward Cantrip, Fire Bolt Cantrip, Shield, Protection from Evil and Good, Find Familiar, Thunderwave, Guidance Cantrip, Shield of Faith.
Level 5

Level five is where the Fighter starts to feel very powerful. You will gain Extra Attack and Replace Spells at this level.
- Extra Attack: allowing you to make two attacks when you take the Attack action on your turn. This significantly boosts your damage potential in combat.
- Replace Spells: this allows you to swap in or out spells that you may have chosen in error, or experiment with new spells. Be warned, you can only do this each level or respecing your entire class.
Gameplay: most remain similar but expect more damage being able to attack twice. You can also use bonus actions for other utility spells or consumables. At this level, the FIghter starts to shine with high actions per turn.
Level 6

At level 6, the Fighter gets another feat or ability improvement. Take the Ability Improvement in order to increase Strength by +2 for a total of 18. I’ve experimented with other feats like War Caster and others. Keeping the damage high along with spells for utility is the play here.
No other gameplay changes at level 6.
Level 7

- Receives War Magic (You have honed your body and magic for war. After you cast a Cantrip, you can make a weapon attack using a bonus action.)
- 2 spells: Shatter and Darkness
- Replace Spell
At level 7 we can select two spells and War Magic is unlocked. The importance of War Magic is, it allows us to use a cantrip like Blade Ward, while still using our bonus action for attacking. This helps keep our actions per turn high rather than sacrificing one or the other. Very important to understand and makes cantrips even better.
- Darkness: Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within 5m radius. Creatures cannot make ranged attacks into or out of it.
- Usage: blind is a useful status effect and can help with limiting damage within a chosen area. This can also mess with your ability to land attacks as well so be wary.
- Shatter: Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw.
- Usage: this helps with something we lack, and that’s damage. If there are three or more enemies in a tight area, this spell can do some damage. Consider using it sparingly but having the ability to do range area damage is helpful with this build.
Gameplay: use Darkness to shutdown range targets and Shatter when you need area damage. Consider using Cantrips more regularly since you can now use bonus action for attack with War Magic.
Eldritch Knight Level 7 Spells: Blade Ward Cantrip, Fire Bolt Cantrip, Shield, Protection from Evil and Good, Find Familiar, Thunderwave, Guidance Cantrip, Shield of Faith, Shatter, Darkness.
Level 8
At level 8 the Eldritch Knight can select a feat and one spell. We want to take Shield Master to increase our survivability.
Shield Master Feat: You gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect’s damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don’t take any damage.
- Mirror Image: Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears.
Eldritch Knight Level 8 Spells: Blade Ward Cantrip, Fire Bolt Cantrip, Shield, Protection from Evil and Good, Find Familiar, Thunderwave, Guidance Cantrip, Shield of Faith, Shatter, Darkness, Mirror Image.
Level 9
Not much happens at level 9 for the Fighter besides getting the class feature Indomitable.
Indomitable: Whenever you fail a Saving Throw, you can roll again, using the new result instead.
This is a simple passive feature that helps increase our survivability and requires zero action by you the player.
Level 10

Level 10 Fighter adds one cantrip, one spell and Eldritch Strike Subclass feature.
Eldritch Strike: When you hit a creature with a weapon attack, it has Disadvantage on its next Saving Throw against a spell you cast before the end of your next turn.
Mage Hand Cantrip: When you cast Mage Hand, the spectral hand is invisible and can carry out additional tasks. Consider this a utility cantrip that can help with outside of combat actions and thievery.
Gust of Wind: Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. This can be helpful as a strong area knockback similar and a bit better than Thunderwave.
Gameplay remains unchanged outside of having more utility. You can also hit multiple creatures to give disadvantage with extra attack. This will have the enemy roll two D20 dice and select the lowest of the two. This can really help when trying to burst down one or more targets who rely on saving throws for survival.
Level 11
At level 11, the Fighter receives Improved Extra Attack and one additional spell.
Improve Extra Attack: You can make two additional attacks after attacking with your main-hand weapon.
This makes the Fighter the most action-heavy class and build in Baldur’s Gate 3. You get multiple actions, then two more, along with an Action Surge for another action. You can add to this effect with a Potion of Haste or a scroll of Haste.
Melf’s Acid Arrow: Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target’s turn. This is a decent ranged attack and we would use to strip armor with acid damage rather than it’s ranged damage potential. Meaning, if you have a heavily armored opponent consider this skill.
Level 12

At level 12 we get a feat and the ability to replace a spell. If you wish to swap in or out any spells that are under performing now is the time to do it. For feat, we suggest Tough.
Tough: Your hit point maximum increases by 2 for every level you have gained. This will increase our health by 24, giving us 136 health at max level. Combined with our heavy armour and high AC, we should be very hard to kill with the combination of feats and ability score.
At max level of 12, the Eldritch Knight should be obnoxious to kill. While you can attack frequently with melee, you should have very high AC along with a lot of utility skills to help crowd control or survive. If you pair Mirror image or Shield when attacked, it will be very hard to land a shot on this build. You can supplement area damage will scrolls you can find in chest and bookcases.
Best Companions for Fighter Build
Shadowheart, Gale, and Astarion make the best companions for the Fighter Build. We do not recommend additional front-line fighters and damage dealers. The idea is, your character charges in melee range with support, range damage, or even stealth attacks. If you have multiple melee characters, 2-3, it can be troublesome in close-quarters combat.
- Shadowheart (Cleric): buffs, healing, and crowd control.
- Gale (Wizard): range magic damage, area damage, and crowd control.
- Astarion (Rogue): burst damage, lockpicking, and range if needed.
It’s important to note that party composition and synergy play a significant role in determining the effectiveness of your companions. Consider the strengths and weaknesses of each companion and how they align with your main character’s abilities and playstyle. You can go more range with Wyll or a double melee setup with Lae’zel. Also, feel free to swap out and explore different options.
Best Gear for Baldur’s Gate 3 Fighter Eldritch Knight Build
Beginner: Act 1



Here’s the best beginner gear for Fighter Eldritch Knight Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item |
---|---|
Head | Grymskull Helm |
Cape | – |
Chest | Adamantine Splint Armour |
Gloves | Gloves of the Growling Underdog |
Boots | Boots of Speed |
Necklace | Amulet of Restoration |
Ring | Crusher’s Ring |
Ring | Ring of Psionic Protection |
Weapon 1 Main Hand | The Watcher’s Guide |
Secondary | Glowing Shield |
Weapon 2 Main Hand | Githyanki Crossbow |
- Grymskull Helm: Grants Resistance to Fire Damage. Attackers can’t land critical hits on the wearer. Grants Hunter’s Mark. Heavy Amour
- Defeate Grym, a construct boss at Level 8 in The Adamantine Forge (X:-558 Y:233), Grymforge
- Adamantine Splint Armour: All incoming damage is reduced by 2. When a melee attack hits you, the attacker is sent Reeling for 3 turns. No AC Bonus from Dexterity. Disadvantage on Stealth rolls. Attackers can’t land Critical Hits on the wearer.)
- Can be crafted at Grymforge, after defeating Grym golem during the Adamantine Forge Quest. (X: -593 Y: 309) & (X:-558 Y:233)
- Gloves of the Growling Underdog: The wearer gains an Advantage on melee attack rolls while surrounded by 2 or more foes.
Strength Saving Throws +1- Chest behind Razglin’s throne room. (X295 Y69)
- Boots of Speed: Allows the wearer to Dash as a bonus action
- Give an antidote to Thulla in Myconid Colony.
- Glowing Shield: Once per Short Rest, if you are below 50% Hits Points and take damage, you gain 8 Temporary Hit Points.
- In a chest on a slope behind the goblin camp. (X: -54, Y: 462)
- The Watcher’s Guide: When the spear misses its target, the wielder’s next Attack Roll against that target has Advantage.
- Solve the Puzzle to Get it – Inside a sarcophagus in the Dank Crypt
- Amulet of Restoration: Gain – Healing Word: Cast Healing Word once per Long Rest. Mass Healing Word: Cast Mass Healing Word once per Long Rest.
- You can buy it from Derryth Bonecloak at Myconid colony in the Underdark
- Ring of Psionic Protection: Wearer cannot be charmed
- Can be a quest reward from Omeluum or you can simply buy it from him, Myconid Colony in the Underdark
- Githyanki Crossbow
- Can be looted from Githyanki warriors near the path to Mountain Pass on the northwest side of the map.
Advanced: Act 3 End-Game
The following table presents the best advanced and end-game gear for Fighter Eldritch Knight Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item |
---|---|
Head | Helm of Balduran |
Cape | Cloak of Dispalcement |
Chest | Helldusk Armour |
Gloves | Gauntlets of Hill Giant Strength |
Boots | Helldusk Boots |
Necklace | Amulet of Greater Health |
Ring | Killer’s Sweetheart |
Ring | Ring Of Regeneration |
Weapon 1 Main Hand | The Blood of Lathander |
Weapon 1 Off-Hand | Viconia’s Walking Fortress |
- Helm of Balduran: The helmet heals you 2 hit points at the beginning of every turn; You have a + 1 bonus to Armor Class and Saving Throws; You can’t be Stunned. Attackers can’t land Critical Hits on the wearer.
- Dropped by Ansur after solving the puzzles in the Wyrmway
- Cloak of Displacement: the cloak activates, granting enemies Disadvantage on Attack Rolls that target the wearer.
- Merchant Entharl Danthelon South Span of Wyrm’s Crossing
- Helldusk Armour: You’re considered Proficient with this armor while wearing it; When you succeed Saving Throw, the caster receives Burning for 3 rounds; You have resistance for Fire Damage and cannot be Burned. You take 3 less damage from All sources.
- Dropped by Raphael in the House of Hope
- Gauntlets of Hill Giant Strength: Strength Saving Throw +1; Increases the wearer’s Strength to 23
- Can be looted from the Archive at the House of Hope.
- 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.
- Found in a locked Gilded Chest on the top floor of Wyrm’s Rock Fortress
- Amulet of Greater Health: Increases the wearer’s Constitution score to 23, Advantage on Constitution Saving Throws Checks.
- Can be found in the House of Hope
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a Critical Hit. Once spent, this effect refreshes after a Long Rest.
- From the Self-Same Trial in the Gauntlet of Shar in Act 2
- Ring Of Regeneration: At the beginning of your turn, the ring activates to heal you 1d4 Hit Points.
- Sold by Rolan at Sorcerous Sundries
- The Blood of Lathander: Once per Long Rest, when your hit points are reduced to 0, you regain 2~12 hit points. Allies within 9m also regain 1~6 hit points; Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are Blinded, unless they succeed a Constitution Saving Throw; Cast Sunbeam once per Long Rest (Level 6 Evocation Spell. A beam of brilliant light sears and blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot.)
- Found in Crèche Y’llek, unlocked by completing the Blood of Lathander quest in Act 2.
- Viconia’s Walking Fortress: When a foe hits you with a melee attack, you can use your Reaction, dealing it 2~8Force damage and knock it Prone unless they succeed a Dexterity Saving Throw; You gain Advantage on Saving Throws against spells. Spell Attack Rolls against you have Disadvantage; Can cast Reflective Shell once per short rest; Can cast Warding Bond once per Long Rest.
- Can be looted from Viconia DeVir during Shadowheart’s companion quest in Act 3.
Best Fighter Consumables, Potions, and Items



The following list represents the best individual use consumable items that will aid in our Fighter Build:
- Potion of Speed: Gain extra action, +2 Armor Class, Advantage on Dexterity Saving Throws, and double movement speed making it the best consumable in the game.
- Elixir of Hill Giant Strength: Increases strength to 21 until long rest.
- Smokepowder Bomb: Throw bomb 18m with a 4m radius dealing 3d4+9 Force damage dealing a massive amount of area damage.
- Arrow of Fire: Deals +1D4 fire damage and create a fire surface for extra area damage.
- Greater Healing Potion: Use a bonus action to self-heal for 4D4+ 4 HP.
- Basic Poison: Use a bonus action to coat a weapon with poison.
- Feather Fall Scroll: Become immune to falling damage which helps to enter Underdark.
- Alchemist Fire: throwable single target dealing 1d4 Fire damage per to turn to creature hit
Combat, Gameplay Tips, and Tricks in Baldur’s Gate 3
The Best Baldur’s Gate 3 Fighter Eldritch Knight Build uses a combination of aggression, damage, and movement speed to survive and fight. You will need to play aggressively but also use terrain, consumables, and companions to help you in combat.
Here are 10 combat gameplay tips and tricks specifically for playing a Fighter in Baldur’s Gate 3:
- Initial Turn: Make sure your initial move either puts you in melee range so you can strike or attack with range weapon.
- Bonus Action: make use of your bonus action with skills like Pommel or even shove to knock back enemies.
- Potion of Speed: use these potions to gain bigger movement and more actions in challenging fights.
- Long Rest: Make sure to rest when your spell slots are low.
- Equip Range: Find and equip a bow early because it will increase your kill potential and take advantage of Fighters weapon versatility.
- Make use of Action Surge: Action Surge is a powerful ability unique to Fighters. It grants you an extra action, allowing you to perform additional attacks, use an item, or even cast a spell. Save Action Surge for critical moments in combat or to gain an advantage over tough opponents.
- Action and Bonus Actions: at level 7 you can use bonus action for attack after casting a cantrip.
- Buff: consider using your buffs and damage avoidance spells on either the weakest companion or yourself when charging in.
- Familiar: Always cast this and shield of faith after a long rest because it will stay with you until another long rest.
- Crowd Control: the main source of your crowd control will come from consumables, Thunderwave and weapon skills.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a The best Fighter Build in Baldur’s Gate 3!
Baldur’s Gate 3 Fighter Build Summary Guide
Mechanics
- Ability: Strength
- Armor: Heavy
- Weapon: Sword and Shield
- Second Wind
- Action Surge
- Spellcasting
- Extra Attack
- Eldritch Knight
Skills with Proficiency
- Strength 16
- Dexterity 14
- Constitution 16
- Intelligence 8
- Wisdom 10
- Charisma 10
Best Companions
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