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Dominate Honour Mode With the Eldritch Knight Tavern Brawler Throwing Build
The Eldritch Knight (EK) throwing build stands as one of the most mechanically robust and reliable damage dealers in Baldur’s Gate 3. While many players initially gravitate towards the Berserker Barbarian for throwing shenanigans, the Eldritch Knight offers a level of versatility and survivability that makes it arguably the superior choice for high-difficulty runs, especially Honour Mode. By combining the raw power of the Tavern Brawler feat with the unique utility of the Weapon Bond class feature, this build transforms a traditional front-line Fighter into a long-range tactical artillery piece that is nearly impossible to kill.
The Core Mechanics of the Thrown Weapon Master
To understand why the Eldritch Knight excels, one must look at the synergy between two fundamental game mechanics: the Tavern Brawler feat and the Weapon Bond ability.
Tavern Brawler: The Mathematical Engine
Tavern Brawler is widely considered the most "broken" feat in Baldur’s Gate 3 for a reason. When you make an unarmed attack, use an improvised weapon, or throw something, your Strength modifier is added twice to your Attack Roll and Damage Roll. In practical terms, if you have a Strength of 20 (+5 modifier), you aren't just getting a +5 to hit; you are getting a +10. This effectively negates the high Armor Class (AC) of late-game bosses, ensuring your hit percentage rarely dips below 95%, even on Tactician or Honour Mode.
Weapon Bond: Infinite Ammo for Any Weapon
At level 3, the Eldritch Knight gains Weapon Bond. This allows you to ritualistically bind a weapon to your hand. Once bound, the weapon gains several properties, the most vital being that it automatically returns to your hand after being thrown.
While items like the Returning Pike have this property naturally, Weapon Bond allows you to use any weapon with the "Thrown" property—such as the Lightning Jabber or the Orphic Hammer—as a returning weapon. This flexibility is what separates the EK from other classes. You are not tethered to a single piece of gear for the entire game; you can adapt your damage type and magical effects to the enemies you are facing.
Character Creation: Races and Initial Stats
Building a perfect EK thrower starts at the character creation screen. Your choices here will dictate how smoothly your early game progresses before you reach the power spike at level 4.
The Best Races for Throwing
- Duergar (Top Tier): Duergar gain access to Enlarge (self-only) and Invisibility. Enlarge adds an extra 1d4 to your weapon attacks, which scales with your numerous attacks per turn. Invisibility is a godsend for positioning before a fight starts or escaping when things go south.
- Githyanki: The mobility offered by Astral Knowledge and the free Misty Step (at level 5) is invaluable. Since throwing requires clear lines of sight and often high ground, being able to teleport to a chandelier or a cliffside is a significant DPS increase.
- Half-Orc: If you want raw damage, Half-Orcs provide Savage Attacks, which adds an extra damage die on critical hits. Since you will be attacking 3 to 6 times per turn later in the game, the crit frequency is high.
Optimal Ability Score Distribution
Your primary stat is Strength, followed by Constitution for health and Dexterity for initiative. Intelligence is your spellcasting ability, but for this build, we mostly use defensive spells that don't rely on a high Intelligence score.
- Strength: 17 (The goal is to hit 18 at level 4 with the Tavern Brawler feat).
- Dexterity: 14 (Essential for Initiative and AC in medium/heavy armor).
- Constitution: 16 (To maintain your frontline durability).
- Intelligence: 8 or 10 (We will use the Warped Headband of Intellect if we need more, or simply stick to utility spells).
- Wisdom: 10 (Important for resisting mental crowd control).
- Charisma: 8 (The classic dump stat).
Level-by-Level Progression (1 to 12)
The progression of a Fighter is straightforward, but the Eldritch Knight requires specific spell and feat choices at key intervals.
Levels 1-3: Foundations
- Level 1: Choose the Defense Fighting Style for a +1 AC bonus. Since you'll likely use a shield in your off-hand while throwing one-handed weapons, your AC will be naturally high.
- Level 2: Action Surge. This is the hallmark of the Fighter class, allowing you to double your attacks in a single turn once per short rest.
- Level 3: Subclass selection. Choose Eldritch Knight. This unlocks your spell slots and, crucially, Weapon Bond.
- Cantrips: Mage Hand and Blade Ward.
- Essential Spells: Shield (Mandatory), Longstrider (Ritual), and Magic Missile (for guaranteed finishing blows).
Level 4: The Power Spike
- Feat: Tavern Brawler. Put the +1 ability point into Strength, bringing you to 18. This is where your damage and accuracy will suddenly skyrocket. From this point on, you should almost always be throwing your weapon rather than swinging it in melee.
Levels 5-8: Mid-Game Consistency
- Level 5: Extra Attack. You now throw twice per Action. Combined with Action Surge, that’s four throws in the opening turn.
- Level 6: Bonus Feat. Choose Ability Improvement to bring Strength to 20. If you are using Strength Elixirs (Hill Giant or Cloud Giant), take Alert instead to ensure you always go first in combat.
- Level 7: War Magic. This allows you to cast a cantrip and then make a weapon attack as a bonus action. While rarely used in a dedicated throwing build, it provides a niche option if you need to use Blade Ward before attacking.
- Level 8: Feat. If you didn't take Alert at level 6, take it now. Going first allows you to eliminate high-threat targets before they even move.
Levels 9-12: The End Game
- Level 10: Eldritch Strike. When you hit a creature with a weapon attack, it has Disadvantage on the next Saving Throw against a spell you cast. This makes your occasional control spells like Hold Person much more likely to land.
- Level 11: Improved Extra Attack. This is the peak of the Fighter class. You now throw three times per Action. With Action Surge, that's six throws. If you have Haste or Bloodlust Elixir, you can reach up to 9-10 throws in a single turn.
- Level 12: Final Feat. Choices include Tough for more HP, Savage Attacker, or Lucky.
Essential Spells for the Eldritch Knight
The beauty of the EK is that you don't need high Intelligence because your best spells are defensive or utility-based.
Defensive Powerhouses
- Shield (Level 1): This is your most important spell. As a reaction, you gain +5 to your AC until your next turn. It turns "hits" into "misses" consistently.
- Mirror Image (Level 2): Creates three duplicates of yourself, increasing your AC by 3 per image. It doesn't require concentration, meaning you can stack it with other buffs.
- Blur (Level 2): Enemies have Disadvantage on Attack Rolls against you. This is great, but it requires concentration, so it often competes with other utility spells.
Utility and Movement
- Longstrider (Level 1): A ritual spell that increases movement speed. Cast this on your entire party every morning for free.
- Misty Step (Level 2): Learned at level 8 or via items. Positioning is everything for a thrower to avoid the "Threatened" disadvantage or to reach high ground.
- Expeditious Retreat (Level 1): Allows you to dash as a bonus action. Useful in the early game for repositioning.
The Ultimate Throwing Gear List by Act
A build is only as good as its items. The throwing build has very specific items that add "flat" damage, which Tavern Brawler then exploits.
Act 1: The Essentials
- Returning Pike: Sold by Grat the Trader in the Goblin Camp. This is your primary weapon until Act 3. It has the returning property built-in, so you don't even need to use Weapon Bond on it (though you should still bond it for the "cannot be disarmed" effect).
- Ring of Flinging: Purchased from Arron in the Druid Grove. Adds 1d4 to thrown damage.
- Gloves of Uninhibited Kushigo: Reward for the "Find the Mushroom Picker" quest in the Underdark. Adds another 1d4 to thrown damage. This is a "Best in Slot" (BiS) item that you will likely wear until the end of the game.
- Caustic Band: Sold by Derryth Bonecloak. Adds a flat 2 Acid damage to every throw.
- Luminous Armour: Found in the Selunite Outpost. If you deal Radiant damage (via a cleric's Holy Weapon or certain items), this creates a shockwave that lowers enemy accuracy.
Act 2: Refining the Build
- Lightning Jabber: Dropped by the Kuo-toa in the Shadow-Cursed Lands. This is a fantastic weapon to bond. It deals extra Lightning damage and can potentially Shock enemies.
- Drakethroat Glaive: While you don't throw the glaive itself, you can use its "Elemental Weapon" ability to buff your throwing weapon with an extra 1d4 of any element and a +1 bonus to attack rolls.
- Risky Ring: Sold by Araj Oblodra in Moonrise Towers. Gives you Advantage on all Attack Rolls but Disadvantage on Saving Throws. Since your AC is so high and you are at range, the trade-off is almost always worth it for the guaranteed hits and increased crit chance.
Act 3: Legendary Power
- Nyrulna: Obtained by winning the "jackpot" from Akabi the Genie in the Circus of the Last Days. This +3 Trident deals massive AOE Thunder damage upon impact. Warning: The AOE can hurt allies, so use it carefully in tight quarters.
- Dwarven Thrower: Purchased from Ferg Drogher in Rivington (if you have a Dwarf in the party or use Disguise Self to become one). This weapon deals massive extra damage against Large or larger creatures.
- Bhaalist Armour: If you are playing an "Evil" or "Dark Urge" run, this armor makes nearby enemies vulnerable to Piercing damage. Since Nyrulna and most pikes deal Piercing damage, this effectively doubles your DPS.
Advanced Tactics and Hidden Synergies
To truly master the Eldritch Knight thrower, you need to look beyond the character sheet and utilize the environment.
The High Ground Advantage
Throwing weapons benefit significantly from the "High Ground" mechanic. Being higher than your target grants a +2 bonus to attack rolls. More importantly, the game calculates "crushing damage" based on the weight of the thrown object and the height it falls from. If you throw a heavy pike from a high balcony, you will often see an extra 1d6 to 2d6 of bludgeoning damage added to the log.
The Disguise Self Trick
The Dwarven Thrower is arguably the best weapon for this build, but its most powerful effects only trigger if the wielder is a Dwarf. As an Eldritch Knight, you can learn the Disguise Self spell or use the Mask of the Shapeshifter. By disguising yourself as a Dwarf, the game recognizes you as one for the weapon's mechanics, granting you the additional 1d8 (or 2d8 against large targets) damage bonus.
Consumables: Elixir of Cloud Giant Strength
While investing points into Strength is the "natural" way to play, the most optimized version of this build dumps Strength to 8 at a Withers respec and instead relies on Elixirs of Cloud Giant Strength. These set your Strength to 27 (+8 modifier). With Tavern Brawler, this adds +16 to your hit and damage rolls. This allows you to pump your natural points into Dexterity (for maximum initiative) and Constitution/Wisdom for survivability.
Inventory Management and "The Bug"
Sometimes, your weapon may fail to return. This usually happens if you initiate combat by throwing the weapon from stealth or if the "return" animation is interrupted by a cutscene. Always keep a backup throwing weapon (like a stack of daggers or javelins) in your inventory just in case. Also, avoid throwing at enemies that are "Out of Bounds" or in chasms, as the weapon might get lost in the void.
Eldritch Knight vs. Berserker Barbarian
The most common debate in the BG3 community is which throwing build is better. Here is the breakdown:
| Feature | Eldritch Knight | Berserker Barbarian |
|---|---|---|
| Max Attacks | 3 per action (Level 11) | 2 per action + 1 Bonus Action |
| Survivability | High (Heavy Armor + Shield Spell) | Medium (High HP + Damage Resistance) |
| Weapon Flexibility | Infinite (Weapon Bond) | Limited (Needs "Returning" weapons) |
| Utility | High (Spells, Rituals) | Low (Purely Combat Focused) |
| Burst Damage | Superior (Action Surge) | Consistent (Enraged Throw) |
The Verdict: The Berserker is stronger in Acts 1 and 2 because Enraged Throw is available early. However, once the Eldritch Knight hits level 11, the third attack per action—combined with the ability to cast Shield to negate boss attacks—makes the EK the undisputed king of the late game and Honour Mode.
Conclusion
The Eldritch Knight Tavern Brawler throwing build is a masterclass in reliability. It solves the Fighter's historical weakness of limited range while maintaining the class's legendary durability and burst potential. By focusing on Strength, leveraging the math of Tavern Brawler, and utilizing the return-to-hand mechanics of Weapon Bond, you can dismantle the game’s toughest encounters from a safe distance. Whether you are clearing the Goblin Camp with a Returning Pike or shattering the Elder Brain with Nyrulna, the EK thrower provides a satisfying, high-impact gameplay experience that rewards both tactical positioning and careful character building.
Frequently Asked Questions
Does Tavern Brawler work with Dexterity-based throws?
No. Tavern Brawler specifically scales with your Strength modifier. Even if you are using a Finesse weapon, the feat will only provide its massive bonuses if you use Strength for the attack.
Why doesn't my weapon return sometimes?
The most common reasons are:
- You aren't in combat yet (the return logic sometimes fails in real-time mode).
- You ended your turn too quickly after throwing.
- You threw the weapon at a surface that "consumed" it (like deep water or a chasm).
- You used the weapon to "Initiate" combat from stealth (this is a known bug; it's better to start combat with a spell or a regular move).
Can I multiclass this build?
Yes. A popular variation is Fighter 11 / War Domain Cleric 1. This gives you the War Priest feature, allowing you to use a bonus action for an extra attack a few times per long rest. Alternatively, Fighter 11 / Wizard 1 allows you to learn any spell from a scroll (like Haste or Artistry of War), provided you have the intelligence to prepare it.
Is Nyrulna better than the Dwarven Thrower?
It depends on the situation. Nyrulna is better for groups of enemies because of its AOE Thunder damage. However, Dwarven Thrower (when disguised as a Dwarf) often deals higher single-target damage to bosses and doesn't risk hitting your own teammates with splash damage.
Does the Dueling fighting style work with throwing?
Yes, but only if your off-hand is empty or holding a shield, and you are throwing a one-handed weapon. However, the Defense style is generally more useful for the permanent AC boost in Honour Mode.
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