
Hexblade Warlock - Ultimate Shadow Blade Build - Baldur's Gate 3 (BG3)
Contents
Hexblade Build - Shadow Blade Hunter
Hexblade has been one of the most requested subclasses for Warlock, and with the patch 8, we get it! From the first level, it already offers a plethora of features, mainly wearing medium armor, a shield, and proficiency with any weapon.
As you play it, you will see how enjoyable it is - warlock spell list, smites like Wrathful Smite,
Blinding Smite, etc. Moreover, as you reach midgame, you will be able to summon
Accursed Spectre to aid you in battles. The build gets a huge power boost with
Shadow Blade, and later, if you are up for it,
Resonance Stone for double damage on psychic damage.
The build is enjoyable in a sense as you unlock more and more things, and they scale pretty well up to the last levels, which allows you to finish the build with Lifedrinker invocation for a significant damage boost. Overall, we just brushed the surface of what this subclass can offer.

So let's jump into the build!
Class Contribution
The core of the build consists of Warlock. Brace yourselves for an array of features as Hexblades are stacked:
12 Hexblade Warlock
- Warlock Spellslots that reset on short rest.
- Special invocations which give unique features like
Devil's Sight,
Fiendish Vigour,
Lifedrinker, etc.
- Access to a strong cantrip -
Eldritch Blast, which scales with level and gains damage bonuses throughout the game
- Gain extra attack via the
Pact of the Blade pact.
- A vast array of control spells -
Darkness,
Hunger of Hadar,
Command, etc.
- Mystic Arcanum - special level 6 spells that can be cast without any cost once per Long Rest.
Hex Warrior with bonus proficiencies in Medium Armor and Shield. This also lets you use
Bind Hexed Weapon to use Charisma as the main weapon stat.
Hexblade's Curse - excellent action early in the game to improve damage and gain some survivability
- Unique spell list of
Shield,
Wrathful Smite,
Staggering Smite,
Banishing Smite, and many more.
- Summon special specters with a reaction thanks to the
Accursed Spectre feature.
- Nullify damage with
Armour of Hexes.
Synergy with other builds
Warlock is pretty self-sufficient in terms of what it can do. However, if you are looking to specialize in something, there are two aspects that I think are relevant:
Controllers
As this build uses Shadow Blade it comes with a lot of dice rolls for damage 4d8 at a level 5 spell slot. The more the dice, the more the build benefits from critical hits. This makes it an excellent candidate for control builds that can guarantee 100% critical chance via
Hold Monster/
Hold Person. Here are the relevant builds:
- Fire Sorcerer - one of the most reliable builds for this type of setup with
Hat of Fire Acuity +
Scorching Ray
- Lorecerer - similar to Fire Sorcerer, can use the same combo and can easily apply total control. Sadly it is just limited to
Hold Person.
- Spellsword build - Sorcadin, Bardadin, Swords Bard Archer, other caster related builds- Lore Bard or even Arcane Trickster with access to unlimited scrolls.
If none of these are for you, no worries. In Act 3, the Hexblade can become full controller with the correct gear, so check the equipment section on how to reach that.
Darkness party
Warlock gets Devil's Sight and can cast
Darkness at will. This allows you to use the areas in offense or defense. For example, you can force enemies to become blind or decrease their chances of hitting you. The best builds that complement this playstyle:
- Beast Master Ranger - with its
Dire Raven Companion from level 11. It can create
Darkness fields at will.
- Any variation of Eldritch Blast caster - Sorlock build, Eldritch Blast spammer, etc. They get
Devil's Sight and can create
Darkness easily.
- Shadow Monk build and its variations, as it has a special action
Shadow Arts: Darkness. However, it will need special gear to see in darkness -
Eversight Ring,
Shar's Spear of Evening, etc.
So this can be a neat synergetic party, still, there are some caveats.


Psychic party
This is another setup that can become ridiculously powerful thanks to Resonance Stone. The hexblade can use
Shadow Blade, so any other class that has access to psychic damage or uses
Shadow Blade can play here:
- Psychic Assassin Monk - can get
Shadow Blade Ring and use
Shadow Strike.
- Eldritch Knight - a melee knight with
Shadow Blade can be an excellent addition and very powerful at that, with 3 attacks per action point.
- Bladesinger - has access to the most spells in the game, and can be extremely versatile with its gear.
- Arcane Trickster - it also has access to
Shadow Blade and other shenanigans to help in combat
- Open Hand Monk - from level 6, it has access to
Manifestation of Mind, which gives additional psychic damage
- Psychic Bardadin - 6 Swords Bard/4 Sorcerer/2 Paladin, access to
Shadow Blade and possible bonus action casting via
Metamagic: Quickened Spell.
Of course, you can use both Darkness and psychic damage together; what matters is whether you have enough gear and how you approach combat.
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: ![]() ![]() |
Subclass: The Hexblade | ||
Spells: ![]() ![]() |
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STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
Skills: Deception, Intimidation | ||
2 | Warlock 2 | Spells: ![]() |
Eldritch Invocations: ![]() ![]() |
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3 | Warlock 3 | Spells: ![]() |
Pact Boon: ![]() |
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Replace Spell: ![]() ![]() |
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4 | Warlock 4 | Cantrips: ![]() |
Spells: ![]() |
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Feat: Ability Improvement +2 Charisma | ||
5 | Warlock 5 | Spells: ![]() |
Eldritch Invocations: ![]() |
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Replace Spell: ![]() ![]() |
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6 | Warlock 6 | Spells: ![]() |
Replace Spell: ![]() ![]() |
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7 | Warlock 7 | Spells: ![]() |
Eldritch Invocations: ![]() |
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8 | Warlock 8 | Spells: ![]() ![]() |
Feat: ![]() |
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9 | Warlock 9 | Spells: ![]() |
Eldritch Invocations: ![]() |
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10 | Warlock 10 | Cantrips: any relevant to you |
Spells: ![]() |
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11 | Warlock 11 | Mystic Arcanum: ![]() |
Spells: ![]() |
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Replace Spell: ![]() ![]() |
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12 | Warlock 12 | Spells: ![]() |
Eldritch Invocations: ![]() |
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Feat: 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 Hexblade build. If you have already started playing feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
Race | Features | Description |
---|---|---|
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One of the most popular race picks. Being a melee combatant, the additional movement speed is excellent for better positioning and reaching important targets. |
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Great race that offers unique looks and a few great features. I recommend ![]() ![]() |
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The most important part is ![]() |
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Excellent race pick, especially for Act 1 and its unique dialogue choices. Still, it offers ![]() ![]() |
Class
Overview | |
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Features | |
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These spell slots can be used to cast spells and refill each Short Rest. |
Cantrips
You can only take two, so here are my recommendations:
Cantrip | Description |
---|---|
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The new cantrip can be used with a normal attack without any cost. When enemies move while under its effect, they receive thunder damage. In later levels, it gives a direct damage boost. So no reason not to use it every turn. |
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The iconic warlock cantrip, which has good scaling with levels, gains unique invocations for further improvements. This is the go-to option for ranged warlock attacks. |
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This is a somewhat optional cantrip. It can be extremely useful in dialogue checks. However, be careful not to cancel it near the affected NPC, as they can start attacking you. |
Subclass
Overview | |
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Features | |
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This action allows you to bind any melee weapon and makes you proficient in it. This also results in using Charisma modifier instead of Strength or Dexterity. It also has a 20% chance to apply ![]() |
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Using the bonus action, you can improve your damage and increase your crit chance. This is a great alternative to ![]() |
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This passive is responsible for the multiple bonuses you get, specifically armor and shield proficiencies. |
Spells
There are multiple good spell picks, but for now, you can only take 2:
Spell | Description |
---|---|
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Extremely valuable spell early in the game. Albeit with limited warlock spell slots, this becomes expensive to use in later levels. So I would only use it for the early game, or if you are in a pinch. |
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One of the multiple smite spells that the hexblade gets. This is a great option to weaponise bonus action early on; later, this does lose its value. |
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I love this spell early in the game. It allows you to indirectly attack during the enemy's turn, while you have a limited number of attacks. Sadly, it is useful for the first few levels. |
Background
Backgrounds are mostly for role-playing, and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points.
Background | Skills | Description |
---|---|---|
Guild Artisan | Insight Persuasion |
Gives persuasion proficiency for better dialogue checks. |
Entertainer | Acrobatics Performance |
Improves Acrobatics skills and gives bonuses to Performance for some dialogue checks. |
Charlatan | Deception Sleight of Hand |
A truly great option especially as you can be the one that unlocks and disarms many of the simple traps with Sleight of Hand. |
Noble | History Persuasion |
Although you will have low intelligence, the Persuasion check improvement is good. But it's an inferior option to Guild Artisan in my opinion |
Abilities
Now, let's take a look at the abilities of the Hexblade build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
The core mechanic to understand for ability points is that they give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
Ability | Value | Description |
---|---|---|
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8 | Not that relevant ability for Warlock as you can use Charisma for weapon modifiers. |
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16 (15+1) | The ability determines bonuses to Armor Class, initiative, and some ability checks, it's always good to have high dexterity. |
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14 | The Constitution will help with maintaining spell concentration and improving the HP pool. |
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8 | Not a relevant ability |
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10 | Just enough to remove the negative modifier for Wisdom. |
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17 (15+2) | The main spellcasting and weapon modifier ability. It will also determine dialogue check success, making this ability a high priority. |
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.
- Deception
- Intimidation
- any other
Leveling Progression - Levels 2-12
Here is the detailed progression for the Hexblade 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
By this time, you should have landed in the Wilderness area already. The level-up gives some welcome improvements for your Warlock.
Spells
Spells | Description |
---|---|
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I am not a huge user of this spell, but it can be used before short rest if you have a free spell slot. It improves survivability and can inflict decent cold damage. |
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Take it if you have not done that previously |
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This spell can be useful in getting the ![]() ![]() |
Eldritch Invocations
Invocation | Description |
---|---|
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One of the most important invocations to make ![]() |
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This is one of the most useful passives in the game. It helps with general dark areas. However, it also plays well with ![]() |
Replace Spell
Nothing to replace at this moment
Level 3
The first level 2 spells are unlocked. You also gain some nice features that will be useful later on.
Spells
Spell | Description |
---|---|
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The highlight of this build is that you can use ![]() ![]() |
Pact Boon
Boon | Description |
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The action overlaps with ![]() ![]() |
Replace Spell
Remove Spell | Add Spell | Description |
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This spell can hit multiple targets, and it activates 2 times - on initial cast and the enemy's turn. It can destroy some early game fights when placed correctly. |
Level 4
The 4th level unlocks the first feat for the build. This is generally a big improvement as it helps by providing stat improvement or unique effects.
Cantrips
You can pick only one
Cantrip | Description |
---|---|
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A pretty good cantrip that you can use to lure enemies to NPCs. Even before combat, you can perfectly align foes into one spot and land ![]() |
Spells
Spell | Description |
---|---|
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This would be a perfect time to pick this spell, at least to try it out. You can now set up dark areas and gain an advantage in combat |
Replace Spell
I would say nothing needs replacing yet.
Feat
Here you can select from a few choices, based on your playstyle and what kind of playthrough you are doing.
Feat | Description |
---|---|
Ability Improvement - +2 Charisma | This is my go-to pick, especially if you are using ![]() |
Level 5
Level 5 plays a pivotal role in most of the builds. You will get access to level 3 spells, which are very powerful and start unlocking the class's potential.
Feature | Description |
---|---|
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This is the improved ![]() |
Spells
Spell | Description |
---|---|
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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 |
---|---|
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If you are interested in improving the ![]() ![]() |
Replace Spell
Remove Spell | Add Spell | Description |
---|---|---|
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This is an extremely powerful spell that can be used if you see that the enemy is casting a deadly spell. It can outright save your runs. |
Level 6
The level unlocks some nice features:
Feature | Description |
---|---|
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Killing an enemy with ![]() |
Spells
Spells | Description |
---|---|
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I am a sucker for smites, even though they are not too optimal in terms of damage per action used. Still, some Act 2 foes are weak to radiant damage, and this can help you eliminate them. |
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This can be an excellent spell to move and reach a specific place or enemy. Still, its cost is quite significant as at this stage you only have 2 spell slots per short rest. |
Replace Spell
Remove Spell | Add Spell | Description |
---|---|---|
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This can be a great source of Concentration for ![]() |
Level 7
Further progression with new level 4 spells
Spells
Spells | Description |
---|---|
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My pick, especially relevant for ![]() |
Eldritch Invocations
Invocations | Description |
---|---|
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There is a powerful robe - ![]() ![]() |
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A free health increase to improve survivability. |
Replace Spell
Feel free to replace any spell that you don't use. For example, Darkness can be a great pick if you no longer have use for it.
Level 8
The main highlight of this level is the additional feat.
Spells
Here are some relevant spell recommendations:
Spells | Description |
---|---|
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Excellent mobility spell, when you want to move your ally and yourself close to a group of enemies or away from danger. Sometimes it is worth sacrificing a spell slot for that. |
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Although I skipped this spell, it can be extremely useful if you plan on using ![]() |
Replace Spell
Feel free to replace any spell that you do not use with something more useful.
Feat
There are a few relevant picks here:
Feat | Description |
---|---|
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This is a very powerful pick for ![]() |
Level 9
Level 5 spell slots are unlocked with some additional invocations:
Spells
Spells | Description |
---|---|
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Unique to Hexblade, this is a great pick, and can serve as a great source of alternative damage to your main psychic from ![]() ![]() |
Eldritch Invocations
For now, I think the build has everything covered. So feel free to pick anything of interest:
Invocations | Description |
---|---|
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The ![]() |
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Additional proficiencies for charisma dialogue checks. |
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Free access to ![]() |
Replace Spell
Nothing to replace of note.
Level 10
A new feature is unlocked
Feature | Description |
---|---|
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A somewhat decent passive that helps with survivability. The unfortunate part is that this is not a guaranteed success. |
Cantrips
As most of the core aspects are covered, here are some suggestions:
Feat | Description |
---|---|
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A solid cantrip that can help with world exploration, throwing potions, or items. |
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It can be useful for the Myrkul fight if you have not done it yet. |
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Good option for dialogue checks. However, be careful not to cancel it near the affected NPC, as they can start attacking you. |
Spells
Plenty of spell picks, but I would say the core ones have already been picked. Here is what I could recommend:
Spells | Description |
---|---|
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A very powerful option, but you would need a way to increase Spell Save DC or weaken foes' Saving Throws. |
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An excellent defensive spell that gives a huge boost to Armour Class against 3 enemy attacks. |
Level 11
This level is a big spike. First, it grants you the third spell slot, greatly improving your casting capabilities. Second, you get new high-level spells that don't use spell slots.
There is one thing that I would do at this stage: start removing smites from the spell list. They will not serve much purpose in Act 3, as you will be aiming to use Belm, which will use the bonus action attack.
Mystic Arcanum
Spells | Description |
---|---|
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As this gets a free use per Long Rest, I do not see a reason not to take it. |
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Debilitate and control creatures. This can be recast without costing a spell slot as long as you maintain concentration. |
Spells
Spells | Description |
---|---|
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Late pick, but it can be useful if you plan on using ![]() |
Replace Spell
Remove Spell | Add Spell | Description |
---|---|---|
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![]() or ![]() |
The smite becomes worthless at this stage in the game. |
Level 12
The last level, which surprisingly does bring plenty of goodwill and significant damage improvement
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 |
---|---|
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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
Remove Spell | Add Spell | Description |
---|---|---|
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Any spell | The smite becomes worthless at this stage in the game. |
Feat
You have plenty of options here, depending on what you feel is needed for your Hexblade:
Feats | Description |
---|---|
Ability Improvement - +2 Dexterity | Improves initiative and Armor Class if you have medium armor with removed limits. |
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Great feat, which allows you to attack additional time if the enemy hits your ally. You can use an ally to provoke opportunity attacks. |
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Well, a bit late to take, but it can still be relevant for multiple Act 3 fights. |
That's it, the build is done!
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.
Charisma
- 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.
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 |
---|---|
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This is a very powerful potion. It gives an additional action point which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member ![]() ![]() |
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Although not something powerful, it is worth stocking up and saving a spell slot. |
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It can be used to get a perfect position before the encounter starts. |
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 |
---|---|
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The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. |
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For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. |
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Another good choice that allows for better maintenance of spell Concentration. |
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Provides bonus damage of 1d4 and some other good bonuses. |
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Boosts attack rolls by 1d4; this is good because ![]() |
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Grant's a single level 3 spell slot. It could be useful in case you are preparing for a longer encounter. |
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Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer en |
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 |
---|---|---|
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Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. |
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Base | It's an easy way to ensure you land critical hits. |
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Base | It can help to kill an enemy faster if it is left with a few HP. |
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Base | A great way to weaponize your reaction before obtaining ![]() |
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Base | Decreases enemy ability score. |
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Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. |
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Elite | Potent 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 a very effective action in the hands of any character. |
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Elite | It can be used to save yourself from a deadly spell. This is especially relevant as you will have a disadvantage on mental saving throws. |
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Elite | Remove the cost of spell slots or charges. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Hexblade Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
Until you obtain Shadow Blade, feel free to use any weapon that you can get your hands on. If possible, it can be with +1 enchantment for higher attack rolls.
Slot | Item | Description |
---|---|---|
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Can be summoned by casting ![]() |
Any +1 weapon | Get any weapon with +1 enchantment or with the highest damage rolls - Rapier, Longsword, etc. | |
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It provides a substantial defensive boost by reducing critical hit damage. |
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Gives bonuses to Saving Throws if you have Absolute's brand from the Priestess in the Goblin Camp | |
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Gives a bonus to saving throws, easily accessible early in the game. | |
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Gives bonus initiative, allowing one to go earlier in combat. |
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Gives easy Advantage against monstrosities. | |
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This is outright the best headwear for Hexblade throughout most of the game. It gives ![]() |
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Improves movement speed, allowing one to reach important targets easily, early in the game. | |
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Accessible if you are Dark Urge. |
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The best medium armor for Act 1 will give good protection and ![]() |
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Gives a slight damage reduction against slashing damage. | |
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The item is a solid one for early Act 1. You can remove it from Lae'zel. | |
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Gives an easy way to apply ![]() |
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A decent source of higher Dexterity and a bonus to attack rolls. In a sense, this is +1 to AC (as you already have 16 Dexterity) and +1 to attack rolls boost. | |
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Gives additional armour class for survivability. | |
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Pretty good gloves as they give an easy Advantage, however, ![]() ![]() |
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Defensive gloves against ranged attacks. | |
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One of the best boots in the game with all the bonuses and easy use of ![]() |
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With the use of ![]() |
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These boots can be combined with ![]() ![]() |
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Similar to ![]() ![]() |
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Allows movement without limits on ![]() |
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If you can acquire it, this can be the best amulet option for most of the game. |
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Gives a free ![]() |
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Can be easily activated thanks to ![]() ![]() |
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Excellent ring with a boost to damage via psychic damage rider. You will need a concentration spell for this. | |
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The majority of Act 1 doesn't offer that many good ring options. So use these when you acquire them. | |
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Act 2 - mid-game
Slot | Item | Description |
---|---|---|
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Continues to be the best weapon |
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If you are up for dual-wielding, especially early on, this can be a decent off-hand pick. Still, I prefer the shield at this time in the game. | |
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The bonus initiative still plays a major role |
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Allows casting ![]() |
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The best shield for casters, as it gives +1 Spell Save DC, increasing spell success. |
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Gives a free spell slot that can be used by the ![]() |
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What makes this shield amazing is that by wearing it, you will be going first most of the time during encounters. This is a great way to apply some control spells or weaken enemies. | |
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Still serves as the best headwear in terms of damage boost. If another character is using it, an alternative is ![]() |
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Allows stacking ![]() |
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It can give a marginal boost to damage with a decrease in critical hit rolls. | |
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A distant option to improve Spell Save DC and initiative. I would say this is a low priority and would rather use this on a dedicated caster. | |
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Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
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One of my favourite armors for the game in terms of looks. They also come with good boosts like Advantage on Constitution Saving Throws and ![]() |
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Excellent option for Act 2. The additional charisma modifier bonus is great for ![]() ![]() ![]() ![]() ![]() |
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The armor is still a solid choice for Act 2 with ![]() |
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Comes with full dexterity bonus to Armour Class. | |
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All of these gauntlets are great options as they give a permanent damage rider. Just choose which damage you prefer - fire or necrotic. |
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The gloves can be useful to get ![]() ![]() |
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Can be excellent gloves for weakening foes, sadly, in terms of damage, they provide minimal improvements and they are obtained at the end of Act 2. | |
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Gives +1 Armour Class, which a significant survivability boost. |
- | Boots from Act 1 are still extremely good. | |
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Continues to be the best amulet in terms of damage boost. |
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Excellent pick with ![]() |
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Gives an option for easy Concentration spell (precast it before combat) to activate ![]() |
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Excellent amulet that can help in tight situations when you are ![]() |
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In terms of damage, this is one of the best rings, but you have to have a Concentration spell active - ![]() ![]() ![]() |
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A very good ring that inherits damage from your weapon and works especially well in Act 2. | |
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Can be easily activated thanks to ![]() |
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Still good options from Act 1, that prove useful, especially in the first hours. | |
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Act 3 - Final Build setup
Here, I see multiple setups that you can do with the Hexblade build. I would like to list two that I think are the most relevant and offer good setup options:
Shadow Blade Hunter
This setup goes hard on Psychic damage and utilizes its gear fully for maximum melee combat effectiveness. This shines if you have another controller like Fire Sorcerer, Sorcadin, etc., to apply Hold Monster/
Hold Person and guarantee 100% critical hits.
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The creme-de-la-creme of the build, it gets ridiculously powerful with level 5 spell slots, add ![]() |
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Only used to buff your main weapon with ![]() |
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The goal is to equip ![]() ![]() ![]() |
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The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. I would only use this if you are concentrating on melee attacks and spell casting. |
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The second option, which slightly improves damage by giving a bonus to critical hit chance | |
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The shields are relevant only until you obtain the dual-wielding gear options - ![]() ![]() |
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Both of these work. In theory, ![]() ![]() ![]() |
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It provides an increased chance of avoiding enemy attacks with attack rolls. |
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With this armor, you can get a full Dexterity bonus to Armour Class, which gives a good survivability boost. |
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In terms of AC, this can be a decrease, however, if you are the only melee character and have archers in the group, they can greatly benefit from the ![]() |
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- | Previous Acts armors | |
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The top gloves for martial builds, which rely on hitting with weapons. They add a bonus to attack rolls and damage. |
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These gloves can be ridiculously overpowered if you can guarantee critical hits. | |
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Gives additional fire damage and slightly boosts Spell Save DC. | |
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To be fair, any of these will work and are excellent boot choices. The ![]() ![]() ![]() |
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In terms of offensive power, it is the best option. |
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Can be used to negate the effect of ![]() |
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Increase HP and gives an advantage on Constitution saves. | |
- | Options from previous acts | |
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These rings are the best picks in terms of pure damage, as they deal psychic damage and will work well with ![]() ![]() ![]() ![]() |
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This ring is an alternative to ![]() ![]() |
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Can work together with ![]() |
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If your group doesn't have party members that can apply ![]() ![]() ![]() |
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Gives additional protection for improved survivability |
Gish setup
There is another possibility of both attacking and then casting illusion/enchantment spells with a bonus action - Hold Monster,
Hypnotic Pattern, etc. Mostly, this can be done with two specific items, but this requires juggling around other gear:
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Offhand option for the good bonuses of |
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As a bonus action is taken by ![]() |
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Gives an easy way to stack ![]() ![]() |
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Allows casting with bonus action illusion and enchantment spells, this includes ultimate control spells - ![]() ![]() ![]() |
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This ring is an alternative to ![]() ![]() |
Build Mechanics
In this section, I would like to dive deep into how to play the Hexblade 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.
Using any melee Weapon - Bind Pact Weapon
So the key thing that you must not forget to do is cast Bind Hexed Weapon after each long rest. It ensures you get the correct ability modifier - charisma, on your weapon. It also gives a chance to apply
Hexblade's Curse on a hit.
There is another question mark: What does the Bind Pact Weapon from
Pact of the Blade do? Well, its purpose is revealed at level 5 when you gain
Deepened Pact for a
Deepened Pact: Extra Attack. So there is some overlap between core warlock features and hexblade, but both of these picks are necessary if you want to engage in melee combat.
Switching between melee and ranged
So Warlock is especially versatile in mid-game, and it's thanks to a few options that you have. First, you get access to Eldritch Blast, which is your go-to option for ranged attacks. This cantrip gets significant boosts with eldritch invocations:
Agonising Blast
Repelling Blast
These are great options, but your core attacks with Shadow Blade will be stronger. Still, you want to use
Eldritch Blast when you see that you will not be able to reach enemies. You can also use it to apply some battlefield control with
Hunger of Hadar and
Darkness about which I will talk next...
Darkness with Devil's Sight
Using Darkness spells with a 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 bash them with advantage, while they are blind.
Sadly, this doesn't work perfectly. Some enemies can throw weapons outside of the fog without penalties, easily breaking your concentration. So be mindful of that, and try to force enemies into the Darkness so that they would be at a disadvantage and
Blinded.
Preparing Armour of Agathys and other Long Rest spells
So you can do some next-level precasting with Warlock, especially if you are getting ready for a big fight. For example, you can cast Armour of Agathys,
Expeditious Retreat, or
Elemental Weapon, spending your spell slots. Then use Short Rest to restore spell slots, and go into a fight with maximum preparation.
You can also take Minions of Chaos and cast
Conjure Elemental. This minion stays until Long Rest, so it will also help with this setup.
Maximum Psychic Damage
This build goes all in for Psychic damage, with Shadow Blade. The weapon itself is very powerful and, with level 5 spell slots, deals 4d8 - huge damage compared to other weapon options. Still, you can further improve the damage of it:
Booming Blade - use it on the first attack, to get additional thunder damage rider.
Diadem of Arcane Synergy or
Ring of Arcane Synergy for
Arcane Synergy effect and additional damage bonus.
Shadow-Cloaked Ring - inherits weapon damage, which becomes 1d4 psychic.
Strange Conduit Ring - you deal 1d4 additional psychic damage, which can be activated by concentration spell -
Elemental Weapon,
Hunger of Hadar,
Expeditious Retreat, etc.
- And to top it all off, you can double all of this damage with
Resonance Stone.
So with this setup, you can expect to see 60+ damage per hit, outright melting enemies
Booming Blade go-to attack option
Booming Blade is one of the best cantrips for builds that use melee attacks. You should use it every turn, and on the first melee attack, as in many cases, it can activate
Arcane Synergy from items.
Another good thing is that if the enemy moves, they will receive additional Thunder damage. They will not always move, but if it happens, that's a great source of additional damage that scales with your level.
Psychic Damage problems
Some enemies, specifically in Act 3, have psychic immunity (looking at you Steel Watcher). This is kind of a problem, but there are ways to deal with that.
First, there are story decisions that allow you not to fight them, but this kind of limits you.
Another option is to carry some alternative weapons, specifically with piercing damage like Shar's Spear of Evening,
Nyrulna,
Duellist's Prerogative, and equip
Bhaalist Armour when needed. This is not perfect, but well, that's the only decent choice that you have.
Spectres and their usefulness
At level 6, you will unlock Accursed Spectre, which allows raising spectres from dead enemies. This is a cool ability, but I think it is somewhat limited. Overall, here are its main features:
- Restores half of the damage dealt as HP to the caster.
- Has a special reaction,
Right Behind You, which deals bonus damage to Hexblade's target.
- They cannot move, although they have pretty good range.
- In most situations, when they are summoned, the combat will have turned in your favour, and they will have minimal contribution to the combat outcome.
- Summoning them requires that the enemy is under the effect of
Hexblade's Curse and they are not undead (most of the enemies in Act 2 are undead). This greatly limits their potential.
So all in all, I view them more as a gimmick rather than a huge boost to Hexblade's kit. Still, there were situations where fights were prolonged, and Spectre's help was immense.
Act 2 - Githzerai Mind Barrier
To have good resistance and counteract Steeped In Bliss from
Resonance Stone, you can get a special buff late in Act 2 (illithid colony). You will need to find the Mind Puzzle, solve it, and unlock the door.
Once the doors are unlocked, go inside and pick up the Waking Mind:
Now, go back to the interface and place the mind. After that, you will be able to get the Githzerai Mind Barrier effect.
This is a great buff that will improve your saving throws, giving advantage on intelligence. This will be extremely valuable in the upcoming fight. Sadly, it will disappear if you die, so try to avoid that.
Radiant Orbs and light effects
One thing that might have a negative impact on the build is Radiating Orb effect. Some of the items -
Shadow Blade,
Shadow-Cloaked Ring do not work on enemies that are illuminated. This negates part of your combat potential.
So if you have a cleric that heavily applies Radiating Orb, I would probably not use
Shadow-Cloaked Ring and get some bonus coatings for
Shadow Blade. Of course, there are other ways of getting an advantage, to increase your hit chance.
Better Resource Management with Bard
One of the unique aspects of Warlocks is that their Spell slots get reset each short rest. On the one hand, this can be a disadvantage as you are pretty limited. However, looking at this from a different perspective at level 5, you can have something like Hunger of Hadar cast 6 times per long rest. No other caster can do this, this early in the game.
But for even better improvements, I do recommend using Bard Build with Song of Rest to give another short rest to the party, to extend the offensive capabilities of this build.
Early Game Combat
Let's cover how you should progress through combat levels 1-6.
- Always
Bind Hexed Weapon after a long rest.
Hexblade's Curse is an excellent option for bonus action usage early in the game. It also slightly boosts your damage against this enemy.
- When melee attacking, always first hit with
Booming Blade. This can be a source of extra damage and activate items like the
Diadem of Arcane Synergy.
- Use
Eldritch Blast when you cannot reach your foe.
Expeditious Retreat +
Linebreaker Boots can be another source of damage boost with a bonus action early in the game.
Cloud of Daggers is excellent early game, multi-target foe. There are encounters like Gnolls, Goblins, where enemies are stuck together or need to pass through a passway and get damaged.
- Use
Shield in some moments where you are about to die, otherwise, it is quite expensive to use.
- At level 3, your go-to spell is
Shadow Blade. Don't forget to use
Bind Hexed Weapon for extra bonuses and charisma scaling.
Hunger of Hadar is perfect for breaking large groups of enemies. While in the fog, use
Eldritch Blast to push enemies back in with
Repelling Blast.
- Use
Darkness +
Devil's Sight for some difficult combat encounters like Githyanki's or Orc Camp.
- If you pick
Friends, avoid cancelling it close to the target NPC, as they may attack you.
Mid to Late Game Combat
The mid and late-game setup unlocks more potential and options for Hexblade. Overall, the combat becomes simpler imo, as your core weapon, Shadow Blade, gets a big scaling boost to damage:
- When you can raise some spectres with the
Accursed Spectre feature to give a slight boost in combat.
- In Act 2, the smite effects like
Branding Smite,
Staggering Smiteare fun and decent sources of alternative damage. Later on, they lose their value.
- If using
Strange Conduit Ring apply Concentration spells like
Expeditious Retreat or
Elemental Weapon.
- Once you get
Belm, your bonus action becomes extremely powerful, and using it on effects like
Hexblade's Curse becomes redundant.
- With
Resonance Stone +
Shadow Blade, you will be shredding foes left and right.
- So you can start combat by casting spell (for example
Hunger of Hadar) or attacking with main hand using
Booming Blade. After that you have an option to hit with
Perfectly Balanced Strike using bonus action, which will deal a lot of damage as it replicates main hand attack.
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
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People love Fighter Lv 2. It's hard to argue with ![]() |
Conclusion
Thank you for reading the Hexblade Build for Baldur's Gate 3. This is an extremely enjoyable build that offers interesting features from the first levels. It gets better and better as you play, and the core of it revolves around Shadow Blade.
Cheers!
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