Eldritch Knight is NOT "just bad". It's plays pretty much exactly like other fighter classes, BUT because it has access to spells people get their heads turned around. If you don't know D&D spells, OR think that because it has spell casting, you can play it like a wizard with a sword, it will be very easy to make a dud character.

You DO NOT require a high intelligence to play an EK effectively. However, that does mean that you should select spells that don't require you to force enemies to make saves, OR use your Int stat in any way. This means a lot of the spell "options" aren't options. EK is a 1/3 spell caster. Which means it's spell progression is slower than even Paladin and Ranger.

I suggest, you look at mostly buff/utility spells rather than damage/offensive type spells, and you'll have a lot more fun with it.
Cantrips: I would take Mage Hand, and your pick of Light, Minor Illusion, or Acid Splash (for AoE destruction of crates to make looting faster, IF this is your main lead character).

Level 1 spells, you get 2 that are school restricted to Evocation or Abjuration. Take Shield (obviously), and Magic Missile. MM auto hits, and damage isn't based on Int, so it performs the same with 8 int and with 22 int.
Level 1 spells (unrestricted): You should pick a good utility spell, that you will be able to use regularly. I HIGHLY recommend Expeditious Retreat. It allows you to dash as a bonus action, which can be super helpful as a melee to get into position. Other decent options are Longstrider or Enhanced Leap if no one else in your party has them.

Remember, EVERY time you level up, after level 3, you CAN replace a spell known. WHEN you replace a spell known, you aren't restricted by the school of magic like you were at level 3. So you can always pick something like Thunderwave at level 4, and then replace it with something you WILL use like Enhanced Leap at level 5.

YES. War Magic (level 7 feature) is a trap. Don't use it. It's even bad in regular D&D. Not all subclass features are good. Some are just there for thematic effect. Unfortunately what works in a Table Top game like D&D doesn't always port well to a PC game situation like BG3, and this is one of those features.

--Bound Weapons--
So, a huge benefit of a bound weapon, is it CANNOT be disarmed. Which is really good in lots of fights, because it wastes your whole Action to re-equip a weapon. As far as throwing and Tavern Brawler work, yes.

ONLY throw a weapon, that has the "thrown" property. This is any javelin, spear, trident, dagger, hand axe, or light hammer.

If you throw a weapon that does NOT have the thrown property, it is counted as an improvised weapon, and so the damage die is determined by the weight of the thrown object. As such NONE of the items magical properties are applied, and you do NOT add your strength modifier as bonus damage to the damage roll. Tavern Brawler will still apply your Str mod once, as it says, but you will not get the base str mod that you would normally expect to see. ALSO if you are throwing a weapon without the thrown property, you do NOT add your proficiency bonus to the attack roll, so you will have a lower chance to hit. It's bad news all around. 100% do not recommend.

The biggest benefit to throwing a BOUND weapon, is it "returns to your hands" except when it doesn't. There are a few weapons in the game that are designed to be thrown, and will automatically return, but an EK can bind any weapon to make it return when thrown. Biggest things to remember here are:
1: ALWAYS try to remember to Bind your weapon after a long rest. It's a tedious book keeping feature that is carried over from the D&D rules as written. In a table top game though, the DM just assumes you always bind your weapon after a rest.
2: IF you are using your EK to start combat by throwing your weapon, BE CAREFUL! If you do this, and your EK character does NOT get top place in the initiative, the thrown weapon will NOT return to the character, AND it will break your weapon bond. The best way to circumvent this, is to carry 2 weapons, and have one that you throw to start a fight, that ISN'T your bound weapon. Just remember to pick it back up after the fight is over.
3: Accidents happen, so it's also good to carry a backup weapon that returns when thrown without requiring you to use weapon bond. The "Returning Pike" is available from a vendor at the goblin camp in Act 1, is a great option for this, if you don't intend to use it as your main weapon to begin with.

Not EK specific, but you can also throw enemies (assuming you're strong enough to lift them). It requires a check based on your athletics, so take proficiency and if you can expertise, but you can totally pick up enemies and throw them at another enemy, or off an edge. They'll land prone, so it's a fantastic way to give other melee in your party advantage on attack rolls. Plus it's just fun to throw people around.

But yeah all that to say, EK isn't bad, it's just easy to build a bad EK, and a lot of people fall prey to the misconception that just because you have access to spells that you can play it like a wizard.

Last edited by Lazix; 05/10/23 02:41 AM.