Baldur's Gate 3 Fighter Guide - Eldritch Knight Subclass - Level 1-12 Guide

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hey everybody it's Leroy from Lira gaming and I'm here with my second class guide for The Fighter today we're gonna focus on the Eldritch Knight subclass now this is meant to be a fighter with a touch of the wizard class to give you some diversity when it comes to your spell casting and and kind of abilities on the battlefield now do note as with my other guides I'm not going to be talking about race choices we're going to talk about the ability Point distribution and then levels one through twelve I'll talk about some equipment recommendations and also some tips on multi-classing towards the end as well so let's go ahead and get started at first level when you pick this class you're not gonna get to keep your pick your subclass quite yet but when it comes to Stats the most important stat is still going to be strength for you and my recommendation setup wise here is to do 16 strength 10 dexterity dexterity is going to have an impact on your armor class as Fighters do have instant access to Heavy Armor generally it makes sense to pick that they do not get any benefits from positive modifiers from dexterity but they do for negatives so dropping below 10 is not recommended lots of health is also important so I recommend going 16 Constitution now it may sound counterintuitive to have a eight in intelligence but the big thing here is that it's going to be very difficult to pump up intelligence while still having decent strength and Constitution so most characters that are going to have an LG Knight Focus you're either going to dump the stat kind of low and then focus on support spells meaning not offensive attack spells if you or if you really want to have a decent DC so that's basically a check that the enemy has to passive a role in order to avoid some or all the damage of your offensive spells there is actually an item a circle and act one where it can set your intelligence to 17 that's based off killing these three ogres and you can do a search online for easy guides for that and again that circlet can set this to 17 so you can bump this up and get a plus three modifier to DC spell checks but I will say building an Eldritch Knight my recommendation is to pick support spells as opposed to offensive spells because of the the way that this class is built you'll notice I recommend 14 wisdom again that's good at defending against mind-altering effects and also because perception which is one of the most useful skills in the game is also based off wisdom so having a little bonus to that as well never hurts and then charisma at 10 neutral is fine now level one you're gonna get the second win action so this is basically a bonus action self-heal that the class gets and you also get a fighting style there's six of them archery is going to give it plus two bonus to range weapon attacks defense is universally the one I recommend the most it just gives you straight plus one bonus to armor class while wearing armor very very powerful dueling when you are wielding a melee weapon that is not two-handed or versatile versatile means that it can be one-handed or two-handed in one hand and no weapon in the other you deal additional two damage with that weapon do note this does not mean that you need to have an empty second hand this does work with a shield in your second hand so it's just a way to get plus two to your damage on all your attacks if you're for example using sword and board so one-handed weapon and shield great weapon fighting is decent you get a when you roll a one or two on a damage die for an attack two-handed melee weapon that die is re-rolled once do note it stays once it could still roll a one or two but you're more likely to roll a three to to ten for example or three to twelve protection this one I'm not as big of a fan of because it's kind of situational where you stand but when you have a shield impose disadvantage on attacks against your allies when your other 1.5 meters you must be able to see the attacker and finally two up and fighting when you make an attack with your off hand weapon you can add your ability modifier to the damage of that attack at level two you get the most famous of the features of the fighter action search you basically can immediately give extra action to use this turn again you're gonna have to rest before you can get this back but this is a great way especially early level to get two attacks in one round and obviously it remains useful as you level up also it's a reason why it's such a popular multi-class dip to get one or two levels in fighter in order to get this action surge uh for other classes as well at level three you finally get to pick Eldritch Knight so eldrick Knight's study magic to supplement the Weaponry allowing them to overcome resistance from the toughest of foes and you're gonna get a couple options here uh also do you point you note you get weapon bond this is not to be underestimated ritually bind a weapon in your main hand the weapon can't be knocked out of your hand and is automatically returns to you when he's thrown you basically cast this on yourself when you're wielding a weapon and it will apply to whatever weapon you have this is really good if you're going to go for throw build because you can basically throw your two-handed weapon or whatever weapon you have and it'll automatically get re-equipped so you can re-throw at the next level very very popular for that purpose but also of course if somebody disarms you I mean basically you can't be disarmed you just get Auto equipped you also get two cam Trips Again the offensive ones because our DC are decent defensive uh check or die check rather for resisting uh half or all damage by enemies this means that a lot of the offensive cantrips won't be as effective with this class I I can recommend friends this is one a lot of people don't recommend uh but what's nice about this is as you can see here it says gain advantage and Charisma checks against a non-hostile creature the spell can be cast while you're silenced the main reason notice is great is if you're in a middle of a conversation this will pop up as an option on your die check so this is very very nice because for example you can get a bonus from like a cleric to add one two two four uh from guidance for example to a check and then here you can select yourself if you have friends on and you'll get advantage on that role so this is something that you can choose during conversations not just actively cast and again it's a can trip so there's no limits to that magehad is also useful you can cast this and then manipulate objects in the world I I will say that between Early Access and full release lighting and darkness don't seem to have nearly as big of an impact on the world so I find that light and dancing light aren't nearly as useful now minor illusion can also be useful for if you were to be going for stealth build to create distractions and true strike again not really worth it considering that you need to use a whole action on this so I would definitely recommend friends for example and maybe Mage hand universally you also get two level one spells and again while you can do offensive spells do note that any ones that can be resisted could be a little less effective you can't go wrong with magic missiles because of the fact that they automatically hit Mage Armor is not going to be useful if you're going to be using heavy armor I will say Shield is pretty decent too you get to choose this as a reaction so what that means if an enemy is about to hit you and you still have your reaction for the turn the game will ask you if you'd like to use shield and it will do the calculation and of course you can choose to use this if it's going to say that it's gonna make it so the enemy misses you now again you don't you get a minimum amount of spell slots per Rest Long rest rather but this is very still useful defensively if you're just going to be using this for support So in this case for example magic Missile and shield you can't go wrong with those two you also get one additional expanded spell so this is just one bonus spell you get to choose and again you have a variety of options here when it comes to spells ones that I can definitely recommend you can't go wrong with find familiar especially the crow familiar even though they have one Health they have a decent chance to hit they can fly around the battlefield and they can blind enemies so this is really really popular also something like long Strider what's nice about this is you can use cast this as a ritual spell meaning it does not use as a spell slot you can cast it on all your characters they all will have this last until the end of the rest and increases their movement speed so very very good universally you can also do enhanced leap which is also helpful do note this only lasts 10 rounds but you can also I believe cast that ritually again I would stay away from the offensive spells the one thing that I would say that would be a possible option would be sleep at low levels as this seems to automatically put enemies to sleep up to 24 hit points I've never seen them resist this so I don't even know if that's possible at level four you're gonna unlock another spell slot that's level one again it refreshes whenever you long rest you get to pick another spell that you haven't chosen before again at this point you may be running out of options uh to choose that are highly effective so just pick whichever one kind of fancies you you also have an opportunity to swap out a spell this is going to be mainly helpful at higher levels when you unlock level 2 spells and you won't swap them out but you can change any of the ones you've chosen if for some reason you changed your mind and select any of the ones you can currently get in access to you also get a feat and similar to the base fighter class you cannot go wrong of increasing your ability scores so you can put two points into strength for example is the most popular option I can also recommend great weapon master so when you land a critical hit or kill a target with a melee attack then you can make another melee weapon Tech as a bonus action that turned very powerful you also have attacks of heavy weapons uh you are proficient with can deal additional 10 damage at the cost of -5 attack Road penalty so this is something you can toggle on or off and you can do this at any time so you can see the chance of hitting and if it lowers it too much you can for example disable this but very big boost to damage another really good option is going to be Savage attacker while making weapon attacks you roll damage twice and use the highest polar Master you can't go wrong with them either because when you're using a glaive how bread quarter stuff or spear can this bonus action to attack the butt of your weapon and most importantly you can also make an opportunity attack when targets come within range this is important because glaves and Halbert for examples are going to have extended range so even before they can get Mainline range with you you can get an attack off and then a final recommendation is lucky you gain three luck points which you can use to gain advantage on Attack rules ability checks or saving throws or to make an enemy reroll at the attack rolls so these are the options you're going to choose as you level up and this guide I'll just start by choosing the strength stat to go up two points initially at level five the biggest thing is you get an extra attack so now you can make two attacks around and effectively double your DPS you can also replace the spell as we discussed previously at level six again you're going to be able to replace another spell if you want you also get your second feat it is important to note that Fighters unlike other classes are going to get additional Feats instead of just at 4 8 and 12. they're also getting additional feat at 6 and 10. making it easier to take advantage of things like maxing out your stats so you can already max out your strength to 20 for example at level seven you get an additional level one spell slot but also you're gonna gain two level two spouse launch which is a very big jump so if you're gonna go with elder tonight A lot of people do like to go at least to level seven you also get something called 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 this is important because ketchup still take a main action at this point don't forget you get two main actions so the idea here is you could cast a cantrip you can get do a full attack of your bonus action and then you could technically do another attack of your main action now when it comes to additional level two spells uh do note that again you have the same potential weakness with resistance issues but you have options like milf's acid Arrow which is decent you have Arcane lock which I've never seen a use for this in this game where you can literally lock something but you can get a little tricking tactical combats where you can lock out enemies in a room and literally lock them in so they can't get to you darkness is a very powerful spell for making it so enemies are blinded you can use this defensively but you would need something like Devil's sight to take full advantage Devil's sight rather take advantage of this I have a separate video on this and how it functions if you want to check it out gusts the wind don't sleep on this option because it may not seem like it does any damage but you can push off multiple enemies off cliffs or edges for example and also causes the off balance effect so the affected entity has disadvantage on strength and dexterity checks and attack rolls against it have Advantage so this is very helpful to give you and your party advantage against enemies to kind of set them up if you have other people that can attack the enemies and then you have Scorch Ray and shatter as well the main benefit here of the shatter is creatures made of inorganic materials such as Stone have disadvantage other savings throw on this so you're more likely to have them fail this effect even if you have a lower intelligence score enhanced DC check so those are the level two spells you can choose from at level eight you're gonna get another extended spell so again more options between level one and level two spells you're gonna have a couple new additions for example you uh one stand out as dark vision this is mainly useful if you don't have a race that already has dark vision detect thoughts is really nice you can that this effect will work within conversations so Focus your mind to read the thoughts of certain creatures while talking to them so good for conversational choices that's the one that ends out you can also enlarge or reduce make characters larger or smaller especially useful if you want to throw uh enemies for example or Allies against other people or because this is going to increase their weight and hence any fall damage or Throne damage is going to increase as well hold person also quite useful because any enemies that are held they're you're going to have automatical critical strikes against them when they are held and invisibility good for moving around do note that this form of invisibility will break if you attack or do any actions and then finally you can also go with defensively magic weapon is useful you do have to concentrate but it's going to give you plus one bonus to attacks and damage rolls mirror image is decent you're going to cost create three illusion of duplicates of yourself to distract enemies each increases your armor class by three but do note whenever you evade an attack those are going to disappear so it's decent uh very good actually very decent defense for up to three attacks and then finally you have missed the step this is very very good for positioning and teleporting around the battlefield so this is a very good go-to if I were to choose two I would a lot of times take Misty step and again I'm a big fan of detect thoughts if it's going to be your main character that you're playing with do note that whole person it's they're going to resist it quite a bit more if you have a low intelligence score and then you also get another feet so this is a really big level again pick whichever ones that you find useful um based on my recommendations at level four at level nine of fighter you get to replace another spell if you wish you also get the class feature indomitable you have become as durable as an iron golem whenever you fail a saving throw you can roll again using the new result instead at level 10 you get another choice of cantrips so pick another one that you haven't chosen that you find interesting spells you get another level one or two spell that you can add to your repertoire of potential options and of course you can replace the spell if you'd like as well at level 11 you're going to get the class feature improved extra attack so now you can make two additional attacks after attacking with your main hand weapon it's up to three attacks in a round you're gonna get to add another spell to your possible spell options so again choose whichever option you would like and of course you can replace the spell once again if you like all right finally have a level 12 on level 12 you're gonna be able to replace the suppose before and choose one more feat so choose whatever feet you haven't chosen at this point now equipment wise for the subclass it makes sense again to go probably have heavy armors pick your favorite types of weapons great weapons pull arms for example or glaves if you want to get that reach effect this is the item I mentioned earlier from over one the Warped headband of intellect that you can get from killing the Giants and um act one or so you can look that up on Google for example how to get this but again you'll notice here again my bass enters eight and if I clip this it goes up to 17 which is good for increasing the the DC's of course for spell casting if you do want to choose some of those more offensive spells and also if you want to get a boost of any of the intelligent bass skills and skill checks can be useful if this is going to be your primary character for checks multi-classing of the Eldritch Knight I find isn't probably quite as popular as with the Battle Master as you'll see of the champion but you do get really good value from them through about level seven I would say maybe level eight if you want to get that extra feed off and then multi-class for other levels but in general I would say if you're going to be multi-classing fighter you're going to get probably bang for your buck just from the first or either one or two level dip with the fighter all right guys so this is going to be the end of the Eldritch night guide uh I hope you guys found it helpful if you did please drop a like if you have questions please leave them in the comments I'll do my best to answer them as best as I can and of course if you like to see more content and want to follow up with my channel then please feel free to subscribe thank you for all your support as always I'll see you guys in the next video thank you [Music]
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Channel: Leeroy Gaming
Views: 10,076
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Keywords: baldurs gate 3, baldurs gate 3 fighter, bg3 fighter, baldurs gate 3 fighter guide, baldurs gate 3 class guide, baldurs gate 3 fighter class, baldurs gate 3 classes, baldurs gate 3 fighter build, bg3 fighter guide, baldurs gate 3 Eldritch Knight guide, bg3 fighter Eldritch Knight guide, bg3 fighter build, bg3 fighter Eldritch Knight, baldurs gate 3 Eldritch Knight
Id: O7ymhS8aUWg
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Length: 21min 59sec (1319 seconds)
Published: Fri Aug 18 2023
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