While actually wielding a two-handed weapon, or a weapon and a shield, you normally won’t be able to cast spells with somatic components. However, in the two-handed case, you can release the grip on the weapon with one hand in order to cast.
Does Eldritch Knight need a free hand?
You only need to have the second hand free so that you CAN hold it with two hands when you make the opportunity attack. In addition, the rules do NOT say that you need to hold the material component for the spell before or after the spell is cast.
What does Eldritch Knight use for spells?
Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation.
How many spells do you get as an Eldritch Knight?
Eldritch Knights actually get a similar number of spells known to Sorcerers, funny enough. However, their spells known are school-limited. You get a total of 4 spells known from any school. All 9 other spells must be from Abjuration or Evocation. You are able to replace some spells, but the school limitation applies.
What’s the best way to build Eldritch Knight?
Start with a number similar to CON, if possible. Note that it’s possible to have an EK that dumps INT and focus on no-save, no-attack spells, but that will limit your spell selection and versatility, and make Eldritch Strike less awesome. If you’re interested in that, check out the last sample build for an example.
How does the Eldritch Knight summon his sword?
However, the eldritch knight does get the Weapon Bond feature, which allows him to summon his weapon to his hand, as long as it’s on the same plane of existence, as a bonus action. So a workaround to this would be to drop your sword as a free action, cast your spell as your action, and summon the sword as your bonus action.
What’s the disadvantage for an Eldritch Knight at Level 5?
Disadvantage takes on average -5 to a roll, so at this point, if you hit a creature with your weapon the turn before, you essentially have a +5 to your INT for the sake of casting a spell that causes a saving throw. This makes spells like Banishment much more viable starting at this level.