Best spells for Eldritch Knight specialized in Archery in DnD 5e

best spells for eldritch knight 5e

What are the best spells to get a 5e Eldritch Knight to have that specializes in Archery in Dungeons and Dragons?

This article will discuss the best spells for the eldritch knight in 5e. In previous editions of D&D, the only spells that a knight could have been those he/she invested in (i.e., weapons, armor, etc.). That made spells like Command, which was a compelling ability for a knight to have, very limited in number and ability to use. The new edition, 5e, changes this. Spells are of two types: “class spells” and “ability spells.”

A class spell is a spell that a knight can invest in to boost his ability in a particular area. For example, a paladin can choose a spell that increases their willpower. They can then empower this willpower to resist more vigorous opponents’ attacks and deal out more damage.

Eldritch Knight 5e unites the martial mastery essential to all fighters. It is with a thorough study of magic. 5e Eldritch Knights employ magical procedures similar to those followed by wizards. They concentrate their research on two of the eight magic schools.

  1. Abjuration spell
  2. Evocation spell

Abjuration spells give an Eldritch Knight added protection in combat. Evocation spells to apportion damage to many enemies at once, prolonging the fighter’s reach in battle. These knights learn a relatively small number of spells, empowering them to memory instead of holding them in a spellbook.

Best spells for Eldritch Knight specialized in Archery in DnD 5e.

Ability spells are the same as they’ve always been. A spell can be selected and added to an ability bar. When this ability bar completes, you can then use it to deal direct damage and do extra damage with your secondary abilities.

While these spells may not look that impressive, they can be mighty if used in the right situation.

Archery goes a whole lot better with transmutation, conjuration, and illusion spells. It is along with only four complete spells (likely Haste, Greater Invisibility, Dimension Door, and one additional ).

Lower Level Spells

At 1st level, you will likely want to Find Familiar. Pick an owl who can provide you relief using a flyby rather than be in considerable danger. Since it can fly in, do an Assistance action and fly out without sparking a chance attack). But that leaves one with two others, pick from Absorb Elements, Shield, Snare, and Thunderwave. By the time you receive 2nd level spells, you’ll have two additional known spells (on sooner, take you to select, but replace it at 7th level, so you get two 2nd level spells. From the 10th level, you would likely want your very first non-abjuration/evocation spell. You may try Mirror Image 5e. I think you will get more mileage out if as a ranged shield spell, more so than say Invisibility.

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Mid-level spells

When you finally receive a 4th level spell, Improved Invisibility can be your choice. It permits you to get an edge in your bow attacks and drawback for others trying to target you. With Evocation spells, you are doing damage at range in the bottom spell level. Perhaps an up-cast 5e Fireball. However, it isn’t easy to justify that with other options. By the time you get things like Fireball, a base level one is not that much of a game-changer. Additionally, intelligence is your spell, DC.

High-level Spells

From the 13th level, you may get Fireball and get the Elemental Adept feat around this period. Nearly all of your spell damage will be a fire unless you would like to rely on previous round shots to remove immunity. And Fireball will likely be more of a top opener rather than a 2nd or 3rd round alternative. A lightning bolt 5e may be a fantastic second option, and you can use your shots to decrease resistance to that.

Are you genuinely going to max this to attempt to prevent targets from rescuing versus your evocation spells?

With several feats preferable, and maxing dex, those would come on quite late.

Then, you can not get your bow taken from you. A thrown weapon or changing weapons as necessary is much better for your 3rd level ability. Similarly, you’ll generally do more significant damage than a cantrip. It’s possible to cast by just with a bow (or crossbow). Undercutting resistance to some spell (10th level ability, except maybe the melee cantrips) is situational rather than helpful. It is for utilizing region spells (well, if you spread out one of 3 to get an area effect spell, which can be beneficial, but not critical).

You can probably make use of your 15th level ability, but to run off rather than leap to another enemy. And one additional bow series as a bonus action when you cast a spell is a minor effect.

If you prefer the concept of an armored spellcaster using mainly ranged weapons, perhaps consider a multi-class. Go to level 5 for Extra Attack (or 6, get the extra ASI and one extra spell level), then change into Sorcerer or Wizard. You will have better spell choices, greater level spells, and miss out on one extra attack until the 20th level.

Best spells for Eldritch Knight for Archery

Hexblade is your first bet (since you may have insufficient power and medium dex to use medium armor with the only minor penalty( and maximum dex). You could start with fighter to get Archery, then change, upping your spell availability. At level 5, you may use Thirsting Blade for Extra attack.

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Eldritch Smite provides you a blessing to some shot you hit that exceeds what most spells you can get as an Eldritch Knight, and you also get 2 per short rest. Early on, adding Hex to targets is enormous for a bow attack (extra 1D6). Plus, you will have just as many spell slots. It is assuming a typical two short rest day (all greater level than you could get as an Eldritch Knight.) Then, exceed it later in leveling, and pick up 6th-9th level spells and a slew of invocations. It includes Lifedrinker (including your Chr stat for a damage modifier), along with others who could go well with an archer (levitate at will, for example ).

Cantrips: Your bow is simply a better option than wizard cantrips when it comes to dealing with harm. Even so, they can be an excellent source of usefulness and flavor:

Light: Nice if you don’t have dark vision. Merely flavor if you do.

Particularly fine if your dm enjoys puzzles or traps.

Mending: A spell that’s generally helpful for most but even more so for you. Boom, fixing. Only able to recover half of the injection arrows since they keep breaking? Boom, mending.

Minor Illusion & Prestidigitation: Both are possibly helpful spells that are also great for flavor and trickery.


Absorb Components & Shield: Both of those defensive response spells can help you avoid a lot of damage, but use them too frequently, and your restricted pool of spell slots will dry fast.

Mage Armor: Not essential, but it is slightly superior compared to nonmagical studded leather armor.

Protection From Evil and Good: An excellent cast and forget defensive spell that will drastically increase your survivability against some of the matches’ most familiar foes. Decent for the entire game.

Thunder Wave: A useful damage spell that fosters enemies away from you, letting you escape from melee and keep losing arrows.

Find Familier: (Not abjuration or even eviction) You’re familiar with using the aid action as a few techniques to benefit range attacks. Also a great utility like many ways to mage hand.


Flaming Sphere: An excellent way to deal damage with your bonus activity and also potentially deny enemies easy accessibility to you by using it as an obstruction.

Misty Step: Similar to Shield or Absorb Elements, this spell is accessible in the activity economy. And can save your own life, but get to trigger happy with it, and you can say goodby to your spell slots. Teleporting 30ft on a bonus action is super friendly, though, especially if you’re trying to kite escape or enemies melee.

Warding Wind: Normally a meh spell, Warding Breeze is pretty decent for you. If you can get to a spot where melee enemies cannot reach you (perhaps with Misty Step), Warding Wind will give them all drawbacks on returning fire.

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Hold Person, Maximilian’s Earthen Grasp & Web(Not Abjuration or Evocation) All of them each have their very own unique perks. However, to summarize, every one of these restrains enemies keep them away from you while still providing you an advantage on ranged attacks.


Fireball: A great, fast, and colossal aoe damage spell. It is relatively expensive for you nevertheless and takes away your action from shooting your bow.

Leomund’s Tiny Hut: It is an excellent spell for resting safely but even better for battle. You can walk in and out openly, but enemies can’t, nor will they view or attack through it. Abuses abound.

Melf’s Minute Meteors: An excellent bonus action damage spell that offers a tiny aoe potential.

Blink: (Not Abjuration or Eviction) an excellent way to avoid damage in between works, even though it leaves your buddies a bit high and dry.


Banishment: A excellent spell that may delete an enemy instantly. Always helpful, careful with getting counterspell.

Fire Shield: A fine defensive spell to discourage melee enemies from approaching.

Wall of Fire: A excellent aoe that’s good for place denial and harm, even if you cannot see through it to take.

Greater Invisibility: (Not Abjuration or Evocation) An awesome buff that lets you take without being taken!


Conjure elemental: (Not Abjuration or Evocation) This assists with damage output and sets a large guy between you and enemies. You’re also less likely to eliminate concentration as you’re out of melee.

Another factor to consider is the combination of the best spells your character has available. If you are an assassin, you will probably want to limit yourself to only a couple of spells that are solely PvP focused. Likewise, a thief will be better off using only the damaging range spells.

At the same time, the Paladin will be better off using the beneficial range spells and the group support spells. That is why it’s crucial to balance your character. So that all your attacks do as much good as possible and none of them is a waste. When in doubt, it’s always better to pick the best spells for Eldritch Knight 5e for your class.

Best Table for Eldritch Knight & spells

Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1




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