Wyll Warlock Build - Blade of Frontiers - Baldur's Gate 3 (BG3)
Contents
Wyll Build - Blade of Frontiers
As the build name suggests Wyll has a special feature Blade of Frontiers that enables him to use Rapiers. This is a minor detail as generally these are considered decent, but not overpowered weapons.
Still, they are an interesting choice - first, they look cool, second, some of the later options in the game do provide unique bonuses and one of them also comes with having Wyll in your party - Infernal Rapier. This is a great weapon as you move into the late game, where you will get access to even a better weapon choice.
Wyll being a warlock offers a unique playstyle of Bladelock. This means you can effectively use melee attacks, spells like Darkness, Hunger of Hadar, and Fireball, or just spam the trusty Eldritch Blast when resources are limited. Of course, this does require some optimizations and specific gear in the late game to be competitive with other builds.
With this in mind, you will have a tool for almost every situation.
So let's go into the build!
Class Contribution
The build goes into a single Warlock class. This offers a good progression throughout the whole game and worthwhile power spikes.
12 Warlock Fiend
- The Blade of Frontiers feature from Wyll allows using Rapiers effectively. This is what the build will revolve around
- Access to the strongest cantrip in the game - Eldritch Blast which scales with level and gains damage bonuses throughout the game.
- Armour of Shadows gives flat 13 AC when wearing robes, enabling effective close-range combat.
- A vast array of control spells - Darkness, Hunger of Hadar, Command, etc.
- Fire offensive spells from Fiend subclass - Scorching Ray, Fireball, and Wall of Fire.
- Effectively utilize Charisma for melee weapon damage using Pact of the Blade and later obtain extra attack with Deepened Pact.
- Enhance melee attacks based on Charisma modifier with Lifedrinker invocation.
- Access a vast array of Eldritch Invocations giving a unique spin on your setup Devil's Sight, Dreadful Word, Repelling Blast, etc.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Level | Class | Selection |
---|---|---|
1 | Warlock 1 | Cantrips: Eldritch Blast, Friends |
Subclass: The Fiend | ||
Spells: Hellish Rebuke, Hex | ||
STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
Skills: Deception, Intimidation | ||
2 | Warlock 2 | Spells: Command |
Eldritch Invocations: Agonising Blast, Armour of Shadows | ||
3 | Warlock 3 | Spells: Cloud of Daggers |
Pact Boon: Pact of the Blade | ||
4 | Warlock 4 | Cantrips: Minor Illusion |
Spells: Darkness | ||
Feat: Great Weapon Master: All In or Ability Improvement +2 Charisma | ||
5 | Warlock 5 | Spells: Hunger of Hadar |
Eldritch Invocations: Devil's Sight | ||
Replace Spell: Hellish Rebuke -> Fireball | ||
6 | Warlock 6 | Spells: Counterspell |
Replace Spell: Cloud of Daggers -> Hold Person | ||
7 | Warlock 7 | Spells: Wall of Fire |
Eldritch Invocations: Repelling Blast | ||
8 | Warlock 8 | Spells: Fear |
Feat: Ability Improvement +2 Charisma or Savage Attacker | ||
Replace Spell: Hex -> Mirror Image | ||
9 | Warlock 9 | Spells: Cone of Cold |
Eldritch Invocations: Dreadful Word | ||
10 | Warlock 10 | Cantrips: Blade Ward |
Spells: Hold Monster | ||
Respec at Withers | Change: Great Weapon Master: All In feat for Ability Improvement +2 Charisma. All else is the same |
|
11 | Warlock 11 | Mystic Arcanum: Eyebite |
Spells: Flame Strike | ||
12 | Warlock 12 | Spells: Misty Step |
Eldritch Invocations: Lifedrinker | ||
Feat: Alert or Ability Improvement +2 Dexterity |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Wyll Warlock build. If you have Wyll as a companion I recommend doing a respec at Withers and following along. This will fix the initial ability allocation which is not optimal and misses some important thresholds.
Origin
So the obvious pick for this build is Wyll. The whole setup is aimed at Bladelock Build with rapier weapons and Warlock features.
Races
As this is Wyll setup, the race is picked by default:
Race | Features | Description |
---|---|---|
Human |
|
Humans come with additional proficiencies and higher carry weight, otherwise nothing special. |
Class
Overview | |
---|---|
Warlock | |
Features | |
Warlock Spell Slots | These spell slots can be used to cast spells and refill each Short Rest. |
Cantrips
You can pick two. One of them is mandatory:
Cantrips | Description |
---|---|
Eldritch Blast | The iconic cantrip of Warlock gets significantly more powerful as you level up and unlock new features. |
For the second one, there are a few options that you could try:
Cantrips | Description |
---|---|
Friends | This cantrip is mandatory if you are playing as a main character. Otherwise, skip it. |
Mage Hand | An alternative cantrip, that you can use to solve some puzzles. It can also perform adequately in early-game combat - throw items, shove, etc. |
Subclass
I think there are a few options that you can pick here, specifically when going for the Bladelock build. I would like to suggest those that would mostly fit a melee warlock setup.
For this build progression, I will be going with:
Overview | |
---|---|
The Fiend | |
Features | |
Dark One's Blessing | When you reduce a hostile creature to 0 hit points, this gift from your patron grants you temporary hit points |
Spells
Cantrips | Description |
---|---|
Hellish Rebuke | This is a great spell early on where your actions are limited. With it you can attack using reaction, meaning it can be done on the enemy's turn. |
Hex | You can increase your damage with each hit and utilize bonus action in effective way early in the game. Later on, this spell loses its value. |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. However, as Wyll you will start with a specific one that cannot be changed:
Background | Skills | Description |
---|---|---|
Folk Hero | Animal Handling Survival |
Wisdom-related skill proficiencies which I think are kind of irrelevant for the Warlock build. |
Abilities
Now let's take a look at the abilities of the Wyll Warlock build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
---|---|---|
Strength | 8 | This build does not need strength. |
Dexterity | 16 (15+1) | This ability is important as it will ensure you can effectively use Finesse weapons before getting Pact of the Blade. Moreover, it will give Armour class and higher initiative. |
Constitution | 14 | It is important to ensure sufficient HP and good survivability by having a decent Constitution ability score. |
Intelligence | 8 | Not needed for the build |
Wisdom | 10 | Overall, leaving it at 10 is a good choice as you will not get a negative modifier on Wisdom Saving Throws. Wisdom is targeted by many spells. |
Charisma | 17 (15+2) | The main ability of the build. It will ensure a good spellcasting modifier, improved weapon damage with attack rolls, and better dialogue outcomes. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Charisma-related.
- Intimidation
- Deception
- Persuasion
- Performance
Leveling Progression - Levels 2-12
Here is the detailed progression for the Wyll build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options
Level 2
This is where you will have left the tutorial area, and will start exploring the world.
Spells
Spell | Description |
---|---|
Command | Very useful and effective control spell throughout the game. It does not use a concentration slot so can work with other spells. |
Eldritch Invocations
Here, you can make a few important choices, that depend on your playstyle:
Invocation | Description |
---|---|
Agonising Blast | One of the most important invocations to make Eldritch Blast more powerful. It will add a charisma modifier as damage to each ray. |
Armour of Shadows | For Wyll I recommend this pick as he does not have medium armor proficiency so Robes will be the best option. |
Replace Spell
Nothing to replace yet.
Level 3
First level 2 spells are unlocked and you can pick a pact boon
Spells
Spell | Description |
---|---|
Cloud of Daggers | This is a very effective offensive spell in my opinion, and can help immensely in multiple early-game fights. Later on, you would be switching it out. |
Pact Boon
Boon | Description |
---|---|
Pact of the Blade | Once you get this, you can start wearing Two-Handed weapons and bind them to your character. This way you will be using Charisma instead of Strength/Dexterity to decide damage. |
Replace Spell
Nothing to replace yet.
Level 4
The first feat is unlocked, and you get some great choices to pick.
Cantrips
Cantrips | Description |
---|---|
Minor Illusion | You can use this cantrip to attract possible enemies to one place. After that, follow up with the area of effect spell or attack to damage all of them. |
Spells
Spell | Description |
---|---|
Darkness | Be sure to take this if you did not get it. It can help you gain an edge on enemies by imposing a disadvantage and them becoming blind. But you will need Devil's Sight invocation which you will pick next level. |
If you do not need the spell above, pick what you prefer—some good options - Mirror Image, Scorching Ray, Misty Step, etc.
Replace Spell
Nothing to replace.
Feat
Feat | Description |
---|---|
Great Weapon Master: All In | For the early game, I do recommend using Two-Handed weapons, as rapiers are just disappointing. This will change in the later part of Act 2, where you can get Infernal Rapier with Wyll and the feat becomes less relevant. |
Ability Improvement - +2 Charisma | Improved Charisma will help with landing spells, increased hit chance, and a slight damage boost. |
Level 5
This is a huge milestone and improvement to the Wyll build, as you will get some nice features.
Feature | Description |
---|---|
Deepened Pact | Unlock the Extra Attack feature with a weapon that is bound using the Pact of the Blade. |
Spells
The new spell level tier is unlocked, and there are many great picks, however, I would recommend picking one for now:
Spell | Description |
---|---|
Hunger of Hadar | This is one of the strongest control spells in the game. It covers a large area and makes enemies blind. Moreover, it inflicts damage per turn and slows them down. This is an extremely strong setup that makes multiple encounters a cakewalk. |
Eldritch Invocations
Invocation | Description |
---|---|
Devil's Sight | If you have not taken this one yet, and have Darkness, I would recommend doing that now. |
Repelling Blast | If you are interested in improving the Eldritch Blast cantrip further here is my pick. This can be used to push back enemies into chasms. It can also be delayed to later. |
Replace Spells
I recommend removing - Hellish Rebuke and picking:
Spell | Description |
---|---|
Fireball | This is a very powerful spell, that is simple and effective - deals a lot of damage in a big area. It is perfect for when enemies are grouped up. |
Level 6
You are continuing further with incremental improvements to the Bladelock setup
Feature | Description |
---|---|
Dark One's Own Luck | A great passive feature, that can be used to improve your chances of a particular roll. |
Spells
Spell | Description |
---|---|
Counterspell | I recommend having this spell if no one in your group can cast it. Although you have limited spell slots, it could save you from certain death if the enemy could land a strong spell. |
Mirror Image | A good spell for spellsword-type builds where you engage in close combat. It gives a significant boost to Armour Class, especially for builds that don't get access to Shield spell. |
Misty Step | A good spell to have on hand, particularly if you are not a Githyanki. |
Replace Spell
I recommend removing Cloud of Daggers as I think it has served its purpose.
Spell | Description |
---|---|
Hold Person | This spell is extremely useful if you will be using Helmet of Arcane Acuity and Band of the Mystic Scoundrel setup. The guaranteed critical hits are hard to pass. |
Level 7
Level 4 spells are unlocked!
Spells
Spell | Description |
---|---|
Wall of Fire | Nothing is better than a wall of tall flames. Use this to cover choke points and force enemies to damage themselves by walking through it. |
Eldritch Invocations
Invocations | Description |
---|---|
Repelling Blast | Take this if you wish to improve the Eldritch Blast with a knockback effect. |
Replace Spell
Feel free to replace a spell that you are not using.
Level 8
More spells and a second feat are waiting for you. This level should be mid-Act 2, so you already will have access to some of the gear.
Spells
Overall, you could take any spell that you are curious to try with the build. My recommendation:
Spell | Description |
---|---|
Fear | Force enemies to become fearful, drop their weapons, and run. If you will be using Helmet of Arcane Acuity and Band of the Mystic Scoundrel this is a very powerful spell. |
Replace Spell
Remove Spell | Add Spell | Description |
---|---|---|
Hex | Mirror Image | As the build gets various options on how to use the bonus action the Hex spell loses its value. |
Feat
There are plenty of options to take for the second feat, let's go through them
Feature | Description |
---|---|
Ability Improvement - +2 Charisma | If the feat was not taken this is the perfect time. |
Savage Attacker | A powerful feat that is an option, or could be delayed for level 12. |
Level 9
The Wyll warlock build can now access level 5 spells.
Spells
Spells | Description |
---|---|
Cone of Cold | For this level, I would do one thing differently and get access to a cold spell. This will give some variety to your damage, in case enemies are resistant to fire. Moreover, you can double the damage of this spell by making enemies wet. |
Eldritch Invocations
For now, I think the build has everything covered. So feel free to pick anything of interest:
Invocations | Description |
---|---|
Dreadful Word | If you have read my builds, you know I have a weak spot for Confusion, and I have a hard time not recommending it. |
Fiendish Vigour | Get bonus temporary HP, for bonus survivability. |
Otherworldly Leap | Get Enhance Leap ritual spells for better mobility and world exploration. |
Replace Spell
Feel free to replace anything you do not use.
Level 10
A new subclass feature and more spell picks.
Feature | Description |
---|---|
Fiendish Resilience | A good action, that can be useful in Act 3. There will be a few fights where getting resistance to something like Fire can mean life or death. |
Cantrips
At this stage in the game, it won't matter much what you pick.
Cantrip | Description |
---|---|
Blade Ward | Some additional protection if you can precast this before combat. |
Spells
Spells | Description |
---|---|
Hold Monster | A very powerful hold spell. I also recommend this if you will be using Helmet of Arcane Acuity and Band of the Mystic Scoundrel setup. The guaranteed critical hits are hard to pass. |
Blight | A spell option if you want some more varied damage. |
End of Act 2 - doing a respec
So once you finish Act 2, and fight the boss, you should have obtained the Infernal Rapier. If not, I would delay this step until you get Duellist's Prerogative. What is the purpose of this respec?
You will want to remove the Great Weapon Master: All In feat and concentrate on Rapier weapons as the true Blade of Frontiers. So go through levels 1-10 and take these feats:
- Ability Improvement +2 Charisma
- Savage Attacker
That's it. This is everything that the respec is about and you can continue to the last levels.
Level 11
This is where Warlock gets access to level 6 spells. Sadly the options are fairly limited, but they do not use your spell slots. Warlock also gets access to 3rd spell slot each short rest.
Mystic Arcanum
Spells | Description |
---|---|
Eyebite | Debilitate and control creatures. This can be recast without costing a spell slot as long as you maintain concentration. |
Create Undead | As this gets a free use per Long Rest I do not see a reason not to take it. |
Spells
Spells | Description |
---|---|
Flame Strike | The ultimate fire spell for Fiend Warlock. It deals both fire and radiant damage, making it effective even if enemies have resistance to fire. |
Replace Spell
For spell replacement, I don't think it is needed, feel free to try out something if you would like.
Level 12
This is the final level of the build. Some good options give a power-up to the Wyll Build.
Spells
To be honest, pick anything that you prefer, the core of the build is covered. For example, need more mobility? Get Misty Step. Want more defensiveness? Mirror Image is there for you. And so on.
Eldritch Invocations
The final Invocation is something that will give a big boost to damage.
Invocations | Description |
---|---|
Lifedrinker | Improves your damage by the charisma modifier when using melee attacks. At level 12 this should be 6-7 damage per hit which is a good amount for a melee build. |
Replace Spell
You can replace any of the spells, I leave this to your discretion.
Feat
I will list some options that will give a little edge to the build:
Feats | Description |
---|---|
Ability Improvement - +2 Dexterity | As you will be wearing light armor or robe the additional dexterity will improve Armor Class and initiative. |
Alert | If you did not take this, you can get it for an increased initiative and being able to take a turn on Surprise rounds. |
Lucky | A useful feat to help with attack rolls and saving throws to help turn the tide of combat. |
War Caster: Concentration | A decent feat that would allow you to have better concentration on spells. |
Maximizing Ability Scores
Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
- 17 Charisma - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Charisma if you pick this choice.
- Feat - Ability Improvement - +2 Charisma.
- Act 3 - Mirror of Loss - pick +2 Charisma.
- Act 3 - Mirror of Loss - Patriar's Memory additional +1 Charisma, to counteract Auntie Ethel Hair if it was skipped in Act 1.
These will allow you to reach 22 natural Charisma, which results in a +6 spellcasting modifier and improved Spell Save DC. You can reach 24 if you wear Birthright.
Potions, Elixirs and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
Potion of Speed | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
Potion of Animal Speaking | Although not something powerful, it is worth stocking up and saving a spell slot. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts or leave the encounter if it comes to worst. |
Oil of Accuracy | Gives +2 to attack rolls, which minimizes the negative impact from Great Weapon Master: All In. |
Diluted Oil of Sharpness | Gives a bonus attack roll and damage. It is a good coating if you can apply it before combat. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Consumable | Description |
---|---|
Elixir of Bloodlust | Very effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn. |
Elixir of Heroism | Very valuable elixir especially in the early game to counteract the Sharpshooter: All In and Great Weapon Master: All In effects of -5 attack rolls. |
Elixir of the Colossus | Makes you bigger, and a bit stronger with a 1d4 damage boost. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. |
Elixir of Battlemage's Power | Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
Elixir of Peerless Focus | Can be used to better maintain spell concentration, especially in early-to-mid games when using Hunger of Hadar or Darkness. |
Superior Elixir of Arcane Cultivation | Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
Supreme Elixir of Arcane Cultivation | Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers also called Elite.
Illithid Power | Type | Description |
---|---|---|
Favourable Beginnings | Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. |
Luck of the Far Realms | Base | An easy way to ensure you land critical hits. |
Cull the Weak | Base | Can help to kill an enemy faster if it is left with a few HP. |
Psionic Backlash | Base | A great way to weaponize your reaction before obtaining Counterspell. |
Illithid Expertise | Elite | Can be used to maximize the effectiveness of charisma-based skills, especially relevant to the main character. |
Black Hole | Elite | Very powerful spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general it is very effective action in the hands of any character. |
Psionic Dominance | Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a disadvantage on mental saving throws. |
Freecast | Elite | Remove the cost of spell slots or charges. |
Mind Sanctuary | Elite | You can now use action and bonus action interchangeably, giving two full spell casts each turn. It's not as important for you, but it will help other casters in the group. |
Mind Blast | Elite | Excellent attack that targets enemy intelligence and can stun them. Not good for damage, but great for disabling foes. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Wyll Warlock Build. Items are especially important as they take the build to the next level thanks to their unique effects.
For Act 1 and most of Act 2, I recommend going with 2-handed weapons. Late in Act 2, when you obtain Infernal Rapier this is when you can do a switch into more of a duelist playstyle with a rapier and shield.
Act 1
Before reaching level 3, use any Finesse weapon that you have proficiency with. After that, you can switch to two-handed weapons and use Bind Pact Weapon.
Slot | Item | Description |
---|---|---|
Melee (Two-Handed) | Unseen Menace | Solid choice as it increases the critical chance and provides an advantage on attack rolls. |
Svartlebee's Woundseeker | One of the best greatswords that you can get in Act 1. The bonus to attack rolls is great for counteracting Great Weapon Master: All In Effect. | |
Sword of Justice | A solid greatsword, that gives bonus armour class with Shield of Faith action. | |
Ranged | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat. I recommend this for the early games, as you will have low dexterity. |
Hand Crossbow +1 | Equip two of these so that you can attack with your bonus action. | |
Head | Diadem of Arcane Synergy | This is the best helmet in terms of damage improvements. It requires you to inflict a condition, which sometimes happens from a simple attack or avoiding hits. |
Haste Helm | I think the melee aspect of the build greatly benefits from this helmet, so I recommend it. | |
Cloak | - | Nothing really of note here. |
Armor | Infernal Robe | I think this is extremely cool-looking armor that also comes with good bonuses. Sadly, it does require some questionable decisions. |
The Protecty Sparkswall | I would only wear this robe if you do not have other casters in the group. They would benefit much more from it. | |
Gloves | Gloves of Dexterity | These gloves can be useful after you obtain Unseen Menace. This way you can optimize your AC a bit. Moreover, you could do a respec to minimize dexterity to 8 and put those points into CON and WIS. However, these gloves will be used for a short time, so I don't think it is mandatory. |
Gloves of the Growling Underdog | Very strong gloves as they give Advantage. It is the best way to counteract the Great Weapon Master: All In -5 attack roll effect. | |
Bracers of Defence | These are the best early-game gloves, giving you a +2 Armour class if you are not using a shield. | |
Gloves of Missile Snaring | Defensive gloves to reduce the damage of incoming ranged attacks. | |
Boots | Disintegrating Night Walkers | One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Misty Step to increase that mobility. |
Boots of Genial Striding | Good boots that allow moving without slowing down on difficult terrain. | |
Amulet | Amulet of Branding | This is a good amulet that can double your damage with a cost of bonus action. For example, it would work perfectly against bosses where Great Weapon Master: Bonus Attack may not activate every time. |
Broodmother's Revenge | The only amulet in the game that gives direct damage increase, can be activated with a single health potion before combat. | |
Amulet of Misty Step | Gives mobility improvement thanks to the Misty Step spell. | |
Rings | Ring of Arcane Synergy | Be sure to pick this up. You will use it later. |
Strange Conduit Ring | As you have some concentration spells, this ring can be easily activated for a little bonus damage. | |
Ring of Protection | The best option for Act 1. The bonus Armour Class is a great boost for survivability. | |
Caustic Band | A solid ring with a +2 acid damage bonus on your weapon attacks. | |
Crusher's Ring | A good movement boost makes it easier to reach those targets. |
Act 2 - mid-game
Slot | Item | Description |
---|---|---|
Melee (Two-Handed) | Infernal Rapier | The best Rapier that you can obtain late into Act 2. It allows using Planar Ally: Cambion and improves Spell Save DC. |
Charge-Bound Warhammer | A really strong weapon, that is good for most of Act 2. It gives bonus damage and attack rolls specifically to those who use Bind Pact Weapon or Weapon Bond. | |
Halberd of Vigilance | Comes with +2 enchantment and bonus force damage. | |
Drakethroat Glaive | You can imbue a weapon with any element 1d4 damage and gain a +1 to attack rolls. You can get the bonus elemental damage on any weapon. For example, drop another weapon on the ground, cast the spell with this glaive, and equip the said weapon. This is a very powerful combo, although it may be a bug. | |
Ranged | Darkfire Shortbow | It is an amazing bow that allows you to precast Haste before combat. This may not seem as big as you can use Potion of Speed, but sometimes its short duration is insufficient. Otherwise, stay with bows from the previous act. |
Head | Diadem of Arcane Synergy | This is great headwear that you can use to enable bonus damage. However, this requires you to inflict a condition on the enemy. This is an alternative to Ring of Arcane Synergy before obtaining it. So use only one. |
Helmet of Arcane Acuity | Be sure to pick this one up. It might be useful later in Act 3. | |
Flawed Helldusk Helmet | Alternative helmet option, especially if you have something like a Paladin in the group which may use Diadem of Arcane Synergy. | |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
Armor | Potent Robe | This is the best robe, for Bladelock build. It will improve Eldritch Blast damage and make it easy to sustain good damage between this and melee attacks. |
Gloves | Flawed Helldusk Gloves | It gives a bonus of 1d4 damage, which is a good boost to melee damage. |
Gloves of the Growling Underdog | These gloves can be used until you get Risky Ring. | |
Boots | Disintegrating Night Walkers | The boots are still the best ones you can equip. |
Evasive Shoes | Optional boots if you need a little bit more Armour Class. | |
Boots of Striding | Excellent boots to avoid getting prone while you are concentrating on spells. | |
Amulet | Amulet of the Harpers | Allows casting a Shield spell, and can be a lifesaver if attacked heavily for one turn. |
Rings | Risky Ring | I would say this is the best Ring, that you can get, to eliminate the effect of Great Weapon Master: All In. |
Ring of Arcane Synergy | The ring enables Eldritch Blast to improve melee damage with Arcane Synergy. This is an alternative to Diadem of Arcane Synergy. However, I only recommend using this if you extensively utilize Haste to enable same-turn casting and melee hits. | |
Caustic Band | Still a good ring to use, for easy +2 damage. | |
Strange Conduit Ring | If you are using Concentration spells, this would give slightly more damage than Caustic Band. |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Slot | Item | Description |
---|---|---|
Melee (Two-Handed) | Duellist's Prerogative | This ultimate rapier gives an option to attack with bonus action and additional reaction. |
Ranged | The Dead Shot | Improves critical range for attack rolls. |
Hellrider Longbow | I would pick this bow if you are using Heavy Armour. The bonus initiative would be a huge boost to do some damage early in the turn. | |
Vicious Shortbow | Very powerful bow, that gives additional damage on critical hits with weapon attacks. I would use this if you often use effects like Hold Person/Hold Monster to guarantee crits. | |
Head | Helmet of Arcane Acuity | This helmet is perfect if you plan on using spells in your arsenal. Be sure to use it together with Band of the Mystic Scoundrel. |
Diadem of Arcane Synergy | A very good headwear especially with Bhaalist Armour which enables its easy activation. | |
Birthright | +2 Charisma boost is significant for Warlock and ensures better spellcasting and melee attacks. | |
Helm of Balduran | This helmet synergizes well with Broodmother's Revenge to activate the 1d6 poison bonus. | |
Cloak | Cloak of Displacement | Great way to avoid attacks and reduce the chance of enemy attacks landing. |
Cloak of Protection | The bonus armor class is great for better survivability. | |
Armor | Bhaalist Armour | The best offensive armor in the game. Aura Of Murder doubles the piercing damage of rapiers making them extremely deadly. |
Potent Robe | Gives a solid boost to Eldritch Blast damage. | |
Robe of Supreme Defences | A great robe that gives improved Saving Throws based on the spellcasting modifier. It is perfect if you like using a lot of concentration spells like Hunger of Hadar, Eyebite, etc. | |
Gloves | Helldusk Gloves | Very good gloves, but might be contested by other builds. Overall these would be a bit more powerful than Spellmight Gloves, as you could hit 4 times when hasted and inflict Bleed. |
Legacy of the Masters | The best gloves in terms of melee damage potential. However, they do require medium armor proficiency. | |
Spellmight Gloves | These are great if you are using Eldritch Blast at least once per turn, the bonus damage stacks up well. | |
Daredevil Gloves | I did not use them in the build, but these could be excellent for casting Eldritch Blast in melee range. | |
Boots | Helldusk Boots | An alternative boot to Disintegrating Night Walkers. It's not better by any means just an alternative. |
Bonespike Boots | I would say this is an upgraded version of Evasive Shoes, just remember that the item does not work with armor. | |
- | Items from previous acts | |
Amulet | Broodmother's Revenge | The only amulet that gives a direct damage boost. |
Amulet of Greater Health | It could be used to improve the survivability of the build. If using it remember to set your constitution to 8 using respec. | |
Rings | Band of the Mystic Scoundrel | With Helmet of Arcane Acuity, you will have an easy way to cast spells using bonus action and with a high success chance. The ring can cast something like - Hold Person, Hold Monster, Confusion, etc. |
Ring of Regeneration | An easy way to activate Broodmother's Revenge passively. | |
Ring of Protection | Gives a slight armor class boost. | |
Ring of Arcane Synergy | You can use this together with Eldritch Blast, to empower your next melee attacks. Due to high Charisma, this will be 6-7 bonus damage per hit. |
Build Mechanics
In this section, I would like to dive deep into how to play the Wyll Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively. Warlock has very interesting combos if you are willing to invest some time in the setup.
Using any melee Weapon - Bind Pact Weapon
The main mechanic of Bladelock that allows it to be effective in weapon combat is the Bind Pact Weapon. This allows you to be proficient with any melee weapon and use Charisma as the main modifier instead of Strength or Dexterity.
So this is why with 8 strength you will use Two-Handed weapons for he first half of the game, and later switch to Rapiers.
Managing Great Weapon Master
One of the more important feats of the build is Great Weapon Master: All In. It gives a flat damage boost at the cost of decreased attack rolls. Generally, it is best to take this later in the game at level 8+, when you have higher attack bonuses and better gear.
However, if you can effectively use it at level 4, you will be able to easily kill most of the enemies you encounter, especially as it is easy to die in Act 1. So if you are up for putting in additional effort the benefits are immense. Here are the main ways to increase your attack rolls:
- Bless from Cleric or Paladin, for a 1d4 bonus.
- Spells like Faerie Fire, and Blindness give an advantage to attackers.
- Oil of Accuracy or Diluted Oil of Sharpness, for 1 and 2 attack roll bonus.
- Gloves of the Growling Underdog - can be obtained in Goblin Camp, and gives an advantage for attack rolls.
- Svartlebee's Woundseeker - early game greatsword that you can get before engaging in any of the major battles of Act 1.
Now, if you want more in-depth information, I have a guide covering how to increase attack rolls, which lists a lot of options and combinations. You can then pick the bonuses based on your party setup.
When to attack with melee
This is the main dilemma with Bladelock. As Warlock, you have access to some good actions like Eldritch Blast, Fireball, etc. So why even go into melee range? There is a coolness factor of course.
But the main reason is that with the correct setup, your damage will skyrocket. Remember at level 5 you unlock Deepened Pact, which gives a second attack. Then you get various buffs from Great Weapon Master: All In, weapon modifiers, Lifedrinker, etc.
So the melee damage will deal substantially more at least for single targets. However, if you see a group of enemies. Don't risk yourself either use something like Hunger of Hadar, Confusion, or Fireball, and use melee to finish them off.
Darkness with Devils Sight
Using Darkness spells with Warlock is one of the ways to guarantee success. You will of course need Devil's Sight Eldritch Invocation. Once you have it, you can stay inside and either attack with Eldritch Blast, cast spells, or wait for enemies to come and hit them with advantage, while they are blind.
Managing Armour Class
This is an important topic for Bladelock. As a caster, you may think that being on the frontlines will put you at high risk, and you are right. However, there are options to get a good Armour Class and feel safe when battling foes face to face.
First, if you can, early on use Medium Armour. This requires proficiency and is a decent protection without many worries. This is of course, not mandatory, and the robe can be as strong:
- Cast Mage Armour with other characters or Armour of Shadows Eldritch Invocation.
- Having 16 dexterity gives +3 Armour Class.
- Bracers of Defence, early game +2 Armour Class.
So this is 18 Armour Class, which is better than any Heavy Armor for most of Act 1. As you progress, you will get some better robes, more items with Armour Class, and stronger spells to control your foes.
Eldritch Blast usage
This is one of the most iconic actions that Warlock can do. When playing, I recommend using Eldritch Blast in these situations:
- When you are not able to reach the enemy by running
- You are in the Darkness field and want to snipe your foes.
- You are playing Honour Mode, are Hasted (have two action points), and have Potent Robe equipped.
The last one is important, as it will make it so that your Eldritch Blast uses the "Hasted" action, and the primary one which results in two attacks left. For the difficulties below, you will want to concentrate on Melee attacks most of the time.
With Bhaalist Armour the balance shifts towards melee attacks as they become very powerful and Eldritch Blast is only there for when you want to save spell slots.
Cast Control spells using Bonus Action
Another unique approach of this build is being able to cast some of the control spells using Helmet of Arcane Acuity + Band of the Mystic Scoundrel combo. Now you can hit enemies using her weapon and cast control spells like Confusion, Command, and Hold Person with just bonus action.
This opens up various possibilities where your allies can follow up on harmless foes paralyzed and ready to be destroyed. You do need to land a few melee hits to improve your Spell Save DC, so that Arcane Acuity stacks and your spells have a higher chance to land.
Early Game Combat
Let's cover how you should progress combat levels 1-6.
- Hex is a great way to get use of your bonus action until you unlock Great Weapon Master: All In.
- Try to maintain a 75%+ hit chance with two-handed weapons once you get Great Weapon Master: All In. This can be done by getting an advantage. This is when your weapon damage will surpass other damage options for now.
- Use Eldritch Blast when you cannot reach your foe.
- Cast area-of-effect spells like Cloud of Daggers or Fireball when enemies are stuck together.
- Use Darkness + Devil's Sight for some difficult combat encounters like Githyanki's, or Orc Camp.
- Once you get Hunger of Hadar it can be a game changer in many of the encoutners, greatly diminishing the potential of enemies, leaving them slowed and blinded.
Late Game Combat
- When wearing Potent Robe your Eldritch Blast is a strong option and should be used with the Hasted action (it is generally better than 1 melee attack). For this, I do recommend getting Haste or drinking Potion Speed.
- Cast Eldritch Blast to activate the Ring of Arcane Synergy and enable Arcane Synergy buff. This will give bonus weapon damage based on the Charisma modifier.
- Bhaalist Armour enables a simpler playstyle where you first engage in melee hits and improve your Spell Save DC while wearing Helmet of Arcane Acuity. Now, you can use bonus action for attacks with Duellist's Prerogative or land a spell using Band of the Mystic Scoundrel which can disable multiple targets.
- If you see 4-5 enemies stack together, just cast Fireball, Wall of Fire, and see them burn. There is nothing more satisfying than these spells.
Conclusion
Thank you for reading the best Wyll Warlock Build for Baldur's Gate 3. Being one of the Origin characters he offers a unique and long companion story. Moreover, he is presented as a somewhat righteous person holding a pact with a demon. Warlock represents this commitment and offers a good spellswords-type playstyle.
Cheers!
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