Eldritch knights combine the powers of Eldritch Knights and spellcasters, flinging magic at their opponents one minute and hewing them down with steel the next.
Those who must confront eldritch knights in battle fear them because of their incredible adaptability on the battlefield; against strongly armed and armored opponents, they may level debilitating spells, while opposing spellcasters meet their end on an eldritch knight's sword.
In the 5th edition, this is one of the subclasses available to Eldritch Knights in the Player’s Handbook, and thanks to their flexibility and power, they rank amongst the most picked subclasses for Eldritch Knight players.
While eldritch knights bring a little bit of everything to the table, they often suffer from their base class’ main drawback, relying on powerful equipment to cover their needs.
To help you with this, we’ve made a list with some of the best items you could blackmail your Dungeon Master for!
20. Rod of Absorption
Threatening and world-changing, magic is a constant peril in the life of an adventurer and this obsidian rod has runes etched along its surface and is here to protect you from them.
While holding a Rod of Absorption, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect, canceling the spell and storing its energy.
This energy can be recycled if you are a spell caster. This means that, as a druid, you can convert the energy stored in it into spell slots to cast spells you have prepared!
Why the Rod of Absorption is Great:
- You can completely cancel spells with the Rod of Absorption as long as they only target you. Not advantage, not resistance, full-on canceling them is a terrifying feat.
- While it can only store up to 50 levels of energy throughout its existence, it also means that you can get up to 50 levels worth of spells out of it, increasing the number of spells you can cast in a day greatly.
Rod of Absorption Details: https://roll20.net/compendium/dnd5e/Rod%20of%20Absorption#content
19. Wand of Fireballs / Wand of Lightning Bolts
The wand of fireballs and the wand of lightning bolts are classics for a reason. They deliver on their promises.
Each wand has seven charges and can use one charge to cast its named spell, such as a lightning bolt or fireball, at the third level. Even if you keep the wand's final charge and never use it, this wand might be worth an additional six spells for your Eldritch Knight each day until its last charge is used, at which point it runs the risk of disintegrating into ash.
These wands let you expend extra charges while casting if you'd rather upcast a spell than cast it repeatedly. So go ahead and roll 14d6 damage to begin the first round of combat.
Why the Wand of Fireballs/Lightning Bolts are Great:
- Eldritch Knights get very little in the way of spells, so extra spell casts in the form of the 5th edition’s most emblematic evocation is always a plus.
- Wands are small enough that you can smuggle them anywhere you could hide a pencil, and if your Eldritch Knight lacks decency, you can always have it hidden.
Wand of Fireballs details: https://roll20.net/compendium/dnd5e/Wand%20of%20Fireballs#content
18. Blackrazor
Tearing out of the pages of the Dungeon Master’s Guide, this legendary greatsword hungers for souls to devour.
With a blade fashioned like the night sky dotted with stars, Blackrazor would make any Pact of the Blade Eldritch Knight willingly gamble their soul for a chance to cleave their foes with such an exquisite weapon.
With a +3 bonus to attack and damage rolls, this sentient blade not only brings a lordly attitude but also the ability to tear the souls from their foes to grant its user temporary Hit Points but beware, striking an undead creature with this beast carries its consequences…
Why Blackrazor is Great:
- When Blackrazor devours a soul, you gain temporary Hit Points equal to the creature’s Hit Point maximum, granting you an advantage on attack rolls, saves, and even ability checks!
- After reducing a creature to 0 Hit Points, the blade devours its soul, making it so it can only be restored to life by the greatest of spells. Never worry about your foes coming back from the dead!
- A +3 bonus to attack and damage rolls is nothing to scoff at. With this magnificently deadly weapon, you can slay hordes of foes with ease.
Blackrazor Details: http://dnd5e.wikidot.com/wondrous-items:blackrazor
17. Acheron Blade
Wrought from a mysterious arcane alloy, these enchanted blades make your foes cower in fear of their deadly embrace.
Perfect for an Eldritch Knight, these +1 magical swords make you immune to effects that turn undead, but not only that, they also grant their wielders temporary Hit Points as well as making a creature you hit more susceptible to your spells!
Why the Acheron Blade is Great:
- As an action, you can give yourself 1d4 + 4 temporary Hit Points., this weapon can keep you up and roll longer than your enemies.
- Magic susceptibility: Once per day when you hit a creature, you can grant them disadvantage on the next saving throw it makes. This means that you can make sure it suffers any arcane malady you wish to visit upon it!
Acheron Blade Details: http://dnd5e.wikidot.com/wondrous-items:acheron-blade
16. Ring of Spell Storing
Aside from complimenting your outfit nicely, this golden ring can store up to 5 levels worth of Spells at a time, ready to unleash them at its user’s command.
Subtle and easily worn, the Ring of Spell storing can hold spells vast by creatures touching it, using the level, save DC and attack bonus of the original caster.
Why the Ring of Spell Storing is Great:
- Since Eldritch Knights are spellcasters, you could easily load up this bad boy several times before adventuring to increase your number of spells cast!
- All it requires is for a creature to touch the ring while it casts a spell. This means you could store healing and support spells from a friendly spellcaster to be used when most needed.
Ring of Spell Storing Details: https://roll20.net/compendium/dnd5e/Ring%20of%20Spell%20Storing#content
15. Staff of Power
A powerful artifact. The staff of power has several potent abilities that include casting powerful magical spells, delivering powerful blows and bolstering its user’s magical capabilities.
This beautiful staff of darkened wood hums with unbridled arcane might right between your fingers, ready to level battlefields at your disposition.
Why the Staff of Power is Great:
- Simply using this staff grants you a +2 bonus to your AC, spell attack rolls and saving throws, a weapon so great it even defends you!
- This +2 quarterstaff packs a mean punch. By expending 1 charge of many, you can deal an extra 1d6 force damage to the target.
- As an action, you can tap into the staff’s mystical powers to cast a spell from its succulent selection, all without depleting your spell slots!
Staff of Power Details: https://roll20.net/compendium/dnd5e/Staff%20of%20Power#content
14. Belt of Giant Strength
Aren’t you tired of being limited to a score of 20 Strength? Don’t you want to be buffer than a bear? You can make your dreams come true with a Belt of Giant Strength!
Simply put, this item changes your strength score to a score granted by the belt, the rare it is, the higher it gets.
At this tier, you could get a Stone/Frost Giant belt for a score of 23, or you can embark on a perilous quest to grab a Fire Giant belt for a whopping score of 25!
Why the Belt of Giant Strength is Great for the Eldritch Knight:
- Thanks to the 5th edition’s bound accuracy, every number counts. An extra +1 to hit and damage can spell the difference between victory and defeat.
- Normally, you can’t increase a score beyond 20, this is one of the only ways available to push your Strength to the utmost limit and become a pinnacle of power.
Belt of Giant Strength full details: http://dnd5e.wikidot.com/wondrous-items:belt-of-giant-strength
13. Brooch of Shielding
The Brooch of Shielding bestows resistance to the damage type and gives immunity to Magic Missiles, one of the most prevalent forms of force damage.
While it's not always a given, parties who are aware they will be fighting a spellcaster adversary with Magic Missile would be advised to give the Eldritch Knight a Brooch of Shielding to assure that the Eldritch Knight will be able to take blows no matter what.
Why the Brooch of Shielding is Great:
- Obtain resistance to the least resisted damage type.
- complete resistance to one of D&D's few instant-hit spells.
Brooch of Shielding details: https://roll20.net/compendium/dnd5e/Brooch%20of%20Shielding#content
12. Moon-Touched Sword
You will likely be outclassed by your foes and creatures in the dark at low levels. You won't be able to differentiate friend from foe even with darkvision.
A moon-touched sword is a common, magical weapon that doesn’t require attunement. You could pick one up relatively early to help you fight the good fight!
Why the Moon-Touched Sword is Great:
- The sword sheds bright light, helping you differentiate colors, foes, and allies in the dark.
- Since it’s a magical weapon, you will bypass damage resistance, and immunity, to nonmagical slashing damage with something as simple as a common magic item!
- Unlike most wondrous items, it does not require attunement.
Moon-touched sword details: http://dnd5e.wikidot.com/wondrous-items:moon-touched-sword
11. Ring of Evasion
Area-of-effect strikes from several creatures require players to succeed on a Dexterity saving throw.
Even outside of combat, several traps and other situations not related to dungeon crawling may call for Dexterity saving throws. While certain combatants will be more agile than others, a Ring of Evasion would help every warrior.
Why the Ring of Evasion is Great:
- Makes up for a Eldritch Knight’s lack of proficiency in the game’s most common saving throw.
- Doesn’t punish you for going strength-based.
Ring of Evasion details: https://roll20.net/compendium/dnd5e/Ring%20of%20Evasion#content
10. Dwarven Thrower
If Mjolnir is your favorite weapon, then this is the right hammer for you.
With an amazing +3 to Attack and damage rolls, this hammer has the thrown property and, immediately after the attack, it flies back to your hand while dealing extra damage!
Why the Dwarven Thrower is Great:
- Thrown weapons can use your Strength for attack and damage. With this bad boy, you can give your Eldritch Knight an amazing ranged option.
Dwarven Thrower full details: https://roll20.net/compendium/dnd5e/Dwarven%20Thrower#content
9. Manual of Bodily Health
Remember earlier how we talked about pushing your ability scores beyond the boundaries of 20?
The manual of bodily health increases your Constitution score as well as your maximum after reading it for 48 hours.
Why the Manual of Bodily Health is Great:
- It increases your Constitution by 2 and your maximum for it as well, granting you more Hit Points and the equivalent of an ability score increase.
- After 100 years it can be used again, if your character is a long-lived race or can’t age, it can, in theory, continue to increase its Constitution every century.
Manual of Bodily Health full details: http://dnd5e.wikidot.com/wondrous-items:manual-of-bodily-health
8. Manual of Gainful Exercise
Welcome to arcane calisthenics, for after reading this tome for 48 hours, your Strength score increases by 2, as does your maximum for that score.
This equals an Ability Score Increase, a boon you get only once every four levels (unless you are a Eldritch Knight).
Why the Manual of Gainful Exercise is Great:
- From your carrying capacity to attack and damage, Strength is a pivotal ability for many builds. By breaking past the limit you can rival even greater foes.
Manual of Gainful Exercise full details: http://dnd5e.wikidot.com/wondrous-items:manual-of-gainful-exercise
7. Sentinel Shield
With an eldritch eye emblazoned on it, this shield protects its wielder in ways no other can, by heightening their senses so no blow comes undetected!
The reason for the Sentinel Shield’s awesome potential is that, while wielding it, you get advantage on all initiative checks, which is incredibly handy, and you have advantage on all Wisdom checks that involve perception, benefits so great that they are comparable to a feat, or even better.
Why the Sentinel Shield is Great:
- Tired of rolling low on the initiative? We got you covered. This bad boy grants your Eldritch Knight advantage on all initiative checks, giving you a second chance to strike fast in combat.
- Unlike most wondrous items, the Sentinel Shield does not take up an attunement slot, that’s right, you can benefit from this powerful magical item without it affecting your ability to equip another.
Sentinel Shield details: http://dnd5e.wikidot.com/wondrous-items:sentinel-shield
6. Winged Boots.
Wounded, the dragon took to the skies, a red gemstone against the blazing sunlight, there was no way the knight could slay it then, no sword could reach it…those were its last thoughts before the knight’s boots sprouted wings, propelling the holy warrior towards the wurm’s neck, severing its head.
Tired of seeing your enemies fly away? Winged boots are the solution to your problem. These bad boys grant your Eldritch Knight a flying speed equal to your walking speed for 4 hours, much longer than any combat normally lasts, and longer than the fly spell does.
Why Winged Boots are Great:
- The Eldritch Knight’s ability kit is geared towards a melee fighting style, which means that, once your foe is out of reach, it is extremely difficult to pursue. These boots solve that issue, by having a flying speed, you no longer need to rely on ranged combat to deal with these foes.
- A lack of mobility is our Eldritch Knight’s main weakness more often than not, even outside of combat encounters. The ability to fly allows us to circumvent extremely dangerous situations, and not only that, doing so for 4 hours straight lets us traverse severely long distances with relative ease.
Winged Boots details: https://roll20.net/compendium/dnd5e/Winged%20Boots#content
5. Cloak of Displacement
While you wear this cloak, all creatures have disadvantage on attack rolls against you, but if you take damage, the property ceases to function until the start of your next turn. Since Eldritch Knights are proficient with heavy armor and shields, as well as gain access to defensive spells, this makes you incredibly hard to hit!
Since it gives disadvantage to all attacks, this includes spells, meaning that you’ll incredibly lower the chances any attack will even scratch you.
Why the Cloak of Displacement is Great:
- This cloak essentially gives your Eldritch Knight the benefits of the blur spell, except it does not require concentration and lasts virtually forever!
- As a Eldritch Knight, you’ll have about 16 to 18 Armor Class (AC) or higher, depending on your armor choice. Mathematically, disadvantage on attacks against you is roughly equivalent to a whopping +3 bonus to AC, making you incredibly hard to hit.
Cloak of Displacement details: https://www.dndbeyond.com/magic-items/cloak-of-displacement
4. Spellguard Shield
Evil Eldritch Knights, terrifying liches, and mad wizards are a common threat in any Dungeons & Dragons campaign, so making sure you can shrug off their magic is a priority if you wish to survive.
A Spellguard Shield has you covered. While wielding one, you have advantage on saving throws against spells and other magical effects, but wait, there’s more! Spell attacks also have disadvantage against you.
Why the Spellguard Shield is Great:
- Spellcasters, especially high-level ones, have access to magic which can render even the bravest adventurer useless. Permanent advantage when saving against them gives you a good chance to succeed reliably.
Spellguard Shield details: https://roll20.net/compendium/dnd5e/Spellguard%20Shield#content
3. Adamantine Armor
Any medium or heavy armor can be fashioned out of adamantine, a rare metal famed for its hardness and endurance.
Armors made out of adamantine are often sought and sold at insane prices, for the protection they offer is just too good.
If you, our brave champion, wear a heavy mail of adamantine, any critical hit against you becomes a normal hit!
Why Adamantine Armor is Great:
- When a creature scores a critical hit against you, all of its damage dice are doubled, potentially killing you on the spot. Now, even if you get hit, you can essentially guarantee that all damage taken will be normal.
- Adamantine is one of the hardest substances in existence, meaning it can’t be easily destroyed or tarnished. This armor is made to last.
Adamantine Armor details: http://dnd5e.wikidot.com/wondrous-items:adamantine-armor
2. Armor of Invulnerability
This set of plate armor was forged by a clan of dwarves, wrought from the finest alloys, the Armor of Invulnerability makes its wearer resistant to all forms of non-magical damage, that’s right, even lightning and flame as long as it's natural.
As if it weren’t enough, our Eldritch Knight can make themselves immune to non-magical damage for 10 minutes, and, since most enemies in 5th edition don’t have the means to deal magical damage, this turns you into an undying crusader!
Why the Armor of Invulnerability is Great:
- Since it makes you resistant to all non-magical damage, this means you now have effectively twice as many Hit Points against mundane damage, letting you outlive your enemies.
- Since the Armor of Invulnerability is a set of plate and Eldritch Knights are proficient with heavy armor, this means you’ll have an AC of at least 18.
Armor of Invulnerability details: https://www.dndbeyond.com/magic-items/armor-of-invulnerability
1. Vorpal Sword
It is a +3 weapon, the greatest bonus we can acquire in 5e, and it does damage regardless of any resistance. That in itself would be sufficient justification to pick up this rascal.
Thankfully, there are a lot more. Or, to put it another big thing.
If you roll a 20, you can simply chop off a creature's head. The beast you're battling will usually die right away if you do this.
Why the Vorpal Sword is Great:
- You get a +3 bonus to attack and damage rolls with this sword, increasing your odds at killing the enemy fast.
- Since the Eldritch Knight gets the most attacks in a round, paired up with action surge, your chances at rolling a natural 20 are the highest out of any class in the game.
Vorpal Sword details: http://dnd5e.wikidot.com/wondrous-items:vorpal-sword
Details: https://roll20.net/compendium/dnd5e/Javelin#content
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