The only Fighter subclass that has access to spells is the Eldritch Knight. Fighters can also take the Magic Initiate feat, which grants access to two cantrips and one first-level spell. We strongly recommend Wizard because spells like Eldritch Knight work based on your Intelligence score.
It’s worth mentioning that you use the Wizard spell list, and that the majority of spells you take must be classified as Abjuration or Evocation. For example, if you start with three first-level spells, two of them must be Abjuration or Evocation.
Spell Slot Progression
Eldritch Knights are categorized as quarter casters. Quarter casters can eventually learn spells up to 4th level as their adventures progress. When multiclassing, add your level divided by three to your other full casting class to determine how many spell slots and spell levels you have access to.
You can learn spells from any school of magic when you reach levels 3, 8, 14, and 20. Additionally, as you level up, you can swap out one spell for another of equal level. If you swap out spells from levels other than those listed above, your new spell must be Abjuration or Evocation.
Prepared Vs. Learned Spells
Eldritch Knights are learned casters with a limited number of spells, so choose spells that enhance your martial abilities. Allow full casters to handle social, healing, and utility spells while you concentrate on blasting.
Cantrips
Eldritch Knights begin with two cantrips at level 3. They gain a third cantrip at level 10. There is an optional rule to allow a character to change out a cantrip when they reach a level that confers an Ability Score Improvement (4th, 6th, 8th, 12th, 14th, 16th, and 19th for the fighter), so talk to your DM.
Booming Blade
Booming Blade prevents foes from moving after you hit them, which is useful when guarding your squishier allies. It also allows you to deal significantly more damage with your weapon attacks, especially if you have War Magic and can perform a weapon attack as a bonus action after casting a cantrip.
Green-Flame Blade
Because this cantrip requires enemies to be close to each other, your mileage may vary. It also allows you to deal a lot more damage to multiple enemies with your weapon attacks, especially if you have War Magic and can make a weapon attack as a bonus action after casting a cantrip. However, because you only get a few cantrips, you might prefer Booming Blade over this one.
Sword Burst
Sword Burst is a wonderful way to deal damage in a crowd if you need to deal with more than two other foes in melee.
1st Level
You gain access to 1st level spells at level 3.
Burning Hands
Burning Hands is another spell that works well in a fight with multiple opponents. The damage scales fairly well, and if you can position yourself in melee, you can possibly hit a respectable number of enemies at once with a 15-foot cone. Fire damage is one of the most frequently resisted damage types, but this is a good spell in general.
Find Familiar
Outside of Abjuration and Evocation, you don’t get many spells, but this isn’t a terrible choice for your third spell at level 3. We recommend bringing a flying familiar, but you should choose something that fits your group and campaign setting. A familiar can offer a tactical advantage in battle, act as a scout, and is frequently used as a snuggly emotional ally.
Mage Armor
You’re unlikely to want to deviate from most fighters’ full armor and shield configuration, but if your build is focused on Dexterity and you’re not using your spell slots for anything else, Mage Armor shouldn’t be an issue.
You will outperform studded leather armor’s AC (13 + your Dexterity modifier), and you can still use a shield to boost your AC up to 20. You will have 25 AC if you cast Shield on top of it. For comparison, even ancient dragons have a lower AC. You won’t feel like you’re wasting spell slots because each casting lasts eight hours.
Shield
Shield is a fantastic way to use your reaction when in melee to deflect most attacks. With armor and a mundane shield, your AC will already be quite high, so when you cast Shield, you’ll be exceedingly difficult to hit.
Remember that Shield lasts until your next turn, so if you use it right away, you’ll be protected from any enemy who takes its turn before you. This spell is best used by casting it multiple times into a Ring of Spell Storing so that it is ready whenever you need it.
2nd Level
You gain access to 2nd level spells at level 7.
Enlarge/Reduce
A fantastic buff for any level of martial character. When you Enlarge yourself, you gain an advantage on Strength checks, similar to a Barbarian’s Rage, and your weapons scale with you and do more damage.
As a Fighter with multiple attacks, you have the potential to significantly increase your damage output. Conversely, you can grapple and shove enemies while remaining confident in your ability to win the required contested Strength checks.
Misty Step
This is one of the greatest ways to move around the field of battle before level 15. If one of your frailer partners is suddenly confronted with danger, you can teleport in front of them at any time (aka a bonus action), freeing you to cast a cantrip or simply attack the threat. However, once you reach level 15, you should trade out this spell because you will be able to teleport.
Shadow Blade
Shadow Blade adds damage to everything fantastic about a rapier (including its Finesse trait). You gain an advantage when in dim light or darkness, making it ideal for multiclassing with a Rogue, Warlock, Way of Shadow Monk, or Shadow Magic Sorcerer. Curiously, you can also use your Shadow Blade to attack before engaging in melee combat with an enemy.
With Blindsight and an ally’s Darkness, you can become a nightmarish assassin in the dark, even against adversaries with darkvision. You can prevent opponents from ever leaving the darkness if you also take the Sentinel feat.
GameCows Tip: Errata recently clarified that, despite not being a monetary weapon, Shadow Blade can be used as a material component for Booming Blade and Green-Flame Blade, essentially allowing you to force your foe to stay in the darkness and not try to flee.
3rd Level
You gain access to 3rd level spells at level 13.
Fireball
Fireball is an excellent way to deal with overcrowding in a battle. It has a 150-foot range and deals decent damage at 3rd level. If you can drop this at the start of a fight before you rush in, you can likely take out or severely damage most of your opponents before drawing your weapon.
4th Level
You gain access to 4th level spells at level 19.
Fire Shield
This is an excellent spell for martial characters because it automatically deals additional damage to any creatures that threaten you. Assuming you’ll be acting as the party’s tank or defender, you should be able to absorb all of the incoming attacks.
Eldritch Knight Spells 5e Complete List
Here’s a list of Eldritch Knight 5e Spells. Check out our guides on Fighter 5e and Fighter 5e Subclasses.
Cantrip
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Encode Thoughts
- Fire Bolt
- Friends
- Frostbite
- Green-Flame Blade
- Gust
- Infestation
- Light
- Lightning Lure
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Mold Earth
- On/Off (UA)
- Poison Spray
- Prestidigitation
- Ray of Frost
- Sapping Sting
- Shape Water
- Shocking Grasp
- Sword Burst
- Thunderclap
- Toll the Dead
- True Strike
1st Level Spells
- Absorb Elements
- Acid Stream (UA)
- Alarm
- Burning Hands
- Chromatic Orb
- Earth Tremor
- Frost Fingers
- Jim’s Magic Missile
- Mage Armor
- Magic Missile
- Protection from Evil and Good
- Shield
- Snare
- Tasha’s Caustic Brew
- Thunderwave
- Witch Bolt
2nd Level Spells
- Aganazzar’s Scorcher
- Arcane Lock
- Continual Flame
- Darkness
- Digital Phantom (UA)
- Gust of Wind
- Icingdeath’s Frost (UA)
- Melf’s Acid Arrow
- Mental Barrier (UA)
- Rime’s Binding Ice
- Scorching Ray
- Shatter
- Snilloc’s Snowball Storm
- Thought Shield (UA)
- Warding Wind
3rd Level Spells
- Counterspell
- Dispel Magic
- Fireball
- Glyph of Warding
- Intellect Fortress
- Leomund’s Tiny Hut
- Lightning Bolt
- Magic Circle
- Melf’s Minute Meteors
- Nondetection
- Protection from Ballistics (UA)
- Protection from Energy
- Psionic Blast (UA)
- Pulse Wave
- Remove Curse
- Sending
- Wall of Sand
- Wall of Water
4th Level Spells
- Banishment
- Fire Shield
- Gravity Sinkhole
- Ice Storm
- Mordenkainen’s Private Sanctum
- Otiluke’s Resilient Sphere
- Sickening Radiance
- Stoneskin
- Storm Sphere
- Vitriolic Sphere
- Wall of Fire
- Widogast’s Web of Fire (HB)
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