Eldritch Hexknight - Shadow Blade Build - Baldur's Gate 3 (BG3)
Contents
Eldritch Hexknight - Shadow Blade Build
This is one of the variations of the Eldritch Knight build, which needs fewer feats, and can utilize
Shadow Blade +
Resonance Stone to the maximum. The main simplicity is a 1-level dip in Warlock, which shuffles around your abilities, making Charisma the main one for damage and spellcasting.
If you choose Origin Gale during character creation, there’s a special interaction that grants you a level 3 spell slot and access to a stronger version of
Shadow Blade. This bonus isn’t available for Gale as a companion. Still, there is an alternative with the
Superior Elixir of Arcane Cultivation.
This does mean that the build needs to wait for a good moment when both Hexblade and
Shadow Blade are available and worthwhile, leading level 9 as that perfect spot. So, it is kind of a late bloomer, but you can fully use the Two-Handed Eldritch Knight Build before this and then make a switch.
At the core, it is a fighter, so you will be able to enjoy three attacks from the main action point. Eldritch Knight gives
War Magic, which allows you to easily utilize a bonus action for another attack after the use of
Booming Blade. And if that is not enough, pop
Action Surge for 3 more attacks, which will vaporize the target.
EK can also act as a semi-spellcaster, thanks to
Eldritch Strike. Of course, how much use you will have for it is another question, as most likely your attacks will kill key targets on turn 1. Still, stocking up on scrolls and having
Band of the Mystic Scoundrel can make it an interesting option, instead of just always hitting.
Wanted to thank the BG3 Builds Discord members for directions and ideas on the build, particularly Bluemajere, Zee, C4b, and Meph
So let's jump into the build!
Class Contribution
The build does have variations, whether it is a pure or multiclass build. I do see merit in some variations to ensure that you can freely use all of the capabilities.
11 Eldritch Knight
Second Wind for an easy heal when the situation requires, works well in the early game, where bonus action usage is limited.- One of the simplest and most powerful actions in the game -
Action Surge, giving a full action point that works with
Extra Attack.
Weapon Bond is a nice feature that forces the weapon to return to hand if dropped.- Access to up to level 2 wizard spell list. These are great spell options, like
Shield or
Mirror Image, to improve defensive capabilities.
Extra Attack and
Improved Extra Attack for 3 attacks on the main action point, this is the highest number of any class.- A free action
Indomitable, which allows you to reroll a saving throw in case you fail it. - The main highlight is the ability to attack with a bonus action using
Booming Blade +
War Magic, without needing much effort. - Semi spellcaster setup, with the passive
Eldritch Strike, you can cast spells (be it normal ones or scrolls) to highly increase your chances of landing them.
1 Hexblade Warlock
Bind Hexed Weapon - the main level 1 highlight from Hexblade, which makes the weapon use Charisma as the main modifier.- Warlock Spellslots that reset on short 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 - not that important for the build, as it already has plenty of good uses for bonus action.
Synergy with other builds
Eldritch Knight, as a fighter, can fit in any standard party composition. Its power comes from the reliability of landing multiple attacks, which will either kill an enemy or leave them with low health. They can also do some spellcasting, so they can be adjusted to almost any party.
Controllers
Almost any party can benefit from good controllers that use
Hold Person,
Glyph of Warding: Sleep, or
Hold Monster. They guarantee a 100% critical chance and allow you to maximize the whole group's damage. As a Two-Hander EK with 8 attacks on Nova round, and all of them being critical hits, you can vaporize any foe.
- Fire Sorcerer - one of the most reliable builds for this type of setup, with
Hat of Fire Acuity +
Scorching Ray to build
Arcane Acuity. After that, use the control spell witha 100% success chance. - Lorecerer - similar to Fire Sorcerer, can use the same combo and can easily apply total control. Sadly, it is just limited to
Hold Person and
Glyph of Warding. - Spellsword build - Sorcadin, Bardadin, Swords Bard Archer is the standard option for spellsword controllers. Also, other caster-related builds- Lore Bard or even Arcane Trickster with access to unlimited scrolls.
- Eldritch Knight by itself can act as a controller, via scrolls, and use
Scroll of Hold Monster or
Scroll of Hold Person. To make this effective, you will need
Band of the Mystic Scoundrel, which allows for bonus action casting. Still, I think this is not as good in terms of damage, as EK can use its bonus action for effective weapon attacks.
Piercing party
The Eldritch Knight can use
Bhaalist Armour, as you use
Shadow Blade, it doesn't havea direct boost; however, your party members that use spears, daggers, shortswords, and ranged weapons will get their damage doubled:
- For Archers - Arcane Archer, Swords Bard Archer
- Thrower builds - Eldritch Knigh Thrower, Berserker Thrower
- Melee martials with piercing weapons - Bardadin, Battle Master, Sorcadin, Bladelock
So if you have another party member using piercing damage, the results will speak for themselves, as you will be able to easily kill any foe with double damage.
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.
This build starts from level 9; before that, it's best to use the standard 2Hander Eldritch Knight. Once you reach this level, start by respecing at Withers. This breaking point is what makes the 2 key features - hexblade dip and
Shadow Blade to fall into place.
| Level | Class | Selection |
|---|---|---|
| 1 | Fighter 1 | Fighting Style: |
| Abilities: STR - 8, DEX - 16 (15+1), CON - 14, INT - 8, WIS - 10, CHA - 17 (15+2) | ||
| Skills: Intimidation, Athletics, Acrobatics | ||
| 2 | Fighter 2 | - |
| 3 | Fighter 3 | Subclass: Eldritch Knight |
| Cantrips: |
||
| Spells: |
||
| Expanded: |
||
| 4 | Fighter 4 | Spells: any |
| Feat: |
||
| 5 | Fighter 5 | - |
| 6 | Fighter 6 | Feat: Ability Improvement - +2 Charisma |
| 7 | Fighter 7 | Spells: |
| 8 | Fighter 8 | Expanded: |
| Replace Spell: any unused spell -> |
||
| Feat: |
||
| 9 | Warlock 1 | Cantrips: |
| Subclass: The Hexblade | ||
| Spells: any | ||
| 10 | Fighter 9 | Replace Spell: any unused spell -> |
| 11 | Fighter 10 | Cantrips: any |
| Spells: any | ||
| Replace Spell: any unused spell -> |
||
| 12 | Fighter 11 | Spells: any |
| Replace Spell: any |
Starting the Game - Level 1
For this build, my start will be somewhat different. The build only starts to function from level 9. Two aspects need to happen:
- Obtain the
Shadow Blade spell at level 8 - Get Hexblade dip, which only makes sense once you are level 9 and have access to 2 feats.
So, before that, I recommend running the standard Two-Hander Eldritch Knight build, which will serve you well until you are ready to transition into this setup.
Still, I would like to cover a few character creation choices that are not changeable, and are important during the initial steps.
The build could start at level 8 with
Shadow Blade Ring, but to be fair, the damage improvements and lack of third feat would provide minimal benefits. You would still need
Resonance Stone.
Playing as Origin Gale
You have a special feature that helps this build immensely if you choose Gale as an Origin in character creation.
| Origin | Features | Description |
|---|---|---|
Gale |
|
Gale is one of the best choices for this specific build if he is chosen as the origin character in character creation. In the mid part of Act 2, you can obtain a free level 3 spell slot, which would be used to cast scaled-up |
Custom Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
| Race | Features | Description |
|---|---|---|
Half-Orc |
|
The half-orc features are a good addition for this kind of build, where you will engage in frontline combat. The instant resurrection and bonus critical damage will help immensely. |
Wood Half-Elf |
|
The improved movement speed from this race is one of the best passive features to help reach targets on melee builds. |
Wood Elf |
|
|
Zariel Tiefling |
|
Great race that offers unique looks and a few great features. I recommend |
Background
Backgrounds are mostly for role-playing, and you can pick those that fit your backstory. Of course, you can still do slight optimizations here by picking at least one skill that falls under your high ability scores, for example, Intimidation - Charisma, History - Intelligence, and so on. Here is what I recommend for the build:
| Background | Skills | Description |
|---|---|---|
| Noble | History Persuasion |
All of these choices come with one proficiency in a Charisma-related skill, which will help with dialogues. The lowest priority would be Intimidation, as you can get it from proficiency choices when starting as a fighter. |
| Entertainer | Acrobatics Performance |
|
| Guild Artisan | Insight Persuasion |
|
| Soldier | Athletics Intimidation |
Leveling Progression - Levels 1-12
Level 1 Fighter
Class
| Overview | |
|---|---|
Fighter |
|
| Features | |
| You can use this to heal yourself in tight encounters, to get a little bit more of survivability. | |
Fighting Style
| Style | Description |
|---|---|
| Effective stat boost compared to other fighting style options, as a result, improving armour class. |
Abilities
Now, let's take a look at the abilities of the Shadow EK 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 |
|---|---|---|
![]() |
8 | Strength becomes irrelevant. |
Dexterity |
16 (15+1) | Helps with initiative and gives a boost to the armor class when wearing medium armor. |
Constitution |
14 | Improves the total amount of health and Constitution Saving Throw success when concentrating on spells. |
Intelligence |
8 | Not a relevant stat for the build |
Wisdom |
10 | This will remove the negative modifier against Wisdom Saving Throws. |
Charisma |
17 (15+2) | This will be the main stat for both offensive and spellcasting. What's good is that the fighter gets plenty of feats, which allow you, depending on the setup, to reach 24 charisma if you want it. |
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 or are useful in general:
- Intimidation
- Acrobatics
- Athletics
Level 2
One of the best fighter features gets unlocked:
| Feature | Description |
|---|---|
| The iconic action of a fighter is extremely popular for its simplicity and effectiveness. You get additional action with full bonuses from |
Level 3
This level brings the important choice of subclass
Subclass
| Overview | |
|---|---|
Eldritch Knight |
|
| Features | |
| Your weapon cannot be knocked out of your hand and returns when thrown. | |
Cantrips
You can choose two options. Here are my suggestions:
| Cantrips | Description |
|---|---|
| It can be used to lure enemies into one place, even before combat starts. | |
| It can be situationally useful, especially if you can cast it before combat starts, to save an action point. Otherwise, it has minimal effect. |
Spells
I recommend concentrating on utility spells rather than offensive or control ones, which will have limited effectiveness.
| Spells | Description |
|---|---|
| One of the best level 1 spells, giving a high boost to armour class to help with avoiding attacks. | |
| The only other spell in the list that makes sense for the setup and the build. |
Expanded
| Spells | Description |
|---|---|
| Excellent utility spell, that can also be applied to other party members and even summons. |
Level 4
Level 4 brings a new feat, slightly improving the build capabilities
Spells
| Spells | Description |
|---|---|
| Any | None of the spells matter here. |
Replace Spell
Nothing to replace with.
Feat
| Feat | Description |
|---|---|
| Gives a big damage boost for all the damage rolls you do with weapon attacks. |
Level 5
The level gives an important feature for a melee build:
| Feature | Description |
|---|---|
| Can make an additional free attack after making a hit with your main action point. |
Replace Spell
Nothing to replace
Level 6
The second feat is already being unlocked as a special feature of the fighter, compared to other classes
Replace Spell
Feel free to make any adjustments if needed.
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +2 Charisma | Improves your main damage and spellcasting stat, giving a major boost to the build. |
Level 7
A new subclass feature is unlocked:
| Feature | Description |
|---|---|
| This is the main highlight of why you would take Eldritch Knight. With |
Spells
To be fair, none of these spells matter much for what the build is aiming. The most relevant one would be:
| Spells | Description |
|---|---|
| In case you have a darkness party that has |
|
| Any | Take any spell |
Replace Spell
Sadly, no level 2 replacements yet
Level 8
This is the major level where the build obtains its last pillar -
Shadow Blade. This means you will concentrate mainly on using psychic damage for the rest of the game.
Expanded
| Feat | Description |
|---|---|
| Gives an option to use |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| Any spell that you rarely use | Gives a significant mobility boost, in case you are not able to reach targets. |
Feat
For the third feat, the options are situational depending on your picks:
| Feat | Description |
|---|---|
| Ability Improvement - +2 Charisma | The second feat will allow this build to reach 24 charisma if you take the Auntie Ethel Hair. |
| Perfect feat if you can position yourself close to the allies, to activate the reaction. | |
| Excellent feat for ensuring that you are immune to |
Level 9 - Warlock Lv 1
Now you should multiclass into Warlock and get the Hexblade subclass. The multiclass functionality is available in the level-up screen:

Class
| Overview | |
|---|---|
Warlock |
|
| Features | |
Warlock Spell Slots |
These spell slots can be used to cast spells and refill each Short Rest. |
Cantrips
| Cantrip | Description |
|---|---|
| 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. | |
| Although risky to use, it can help immensely with dialogue checks, which are important. Do not cancel the cantrip near the target NPC, as they will attack you. Move away before doing that. |
Subclass
| Overview | |
|---|---|
| Features | |
| 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 |
|
| Using the bonus action, you can improve your damage and increase your crit chance. This is a great alternative to |
|
| This passive is responsible for the multiple bonuses you get, specifically armor and shield proficiencies. | |
Spells
| Spell | Description |
|---|---|
| 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. | |
| Any | Using other spells would be a waste of spell slots, as their effects are minimal. Just take anything. |
Level 10 - Fighter Lv 9
An additional feature is unlocked for the Fighter class:
| Feature | Description |
|---|---|
| Greatly improves chances of succeeding in Saving Throws, minimizing the impact of various actions and spells. |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| Any spell that you rarely use | Gives a huge survivability boost with highly increased Armour Class. |
Level 11 - Fighter Lv 10
This level unlocks another Eldritch Knight feature:
| Feature | Description |
|---|---|
| This is an excellent feature, even if you don't plan on using it heavily. In some cases, with applied disadvantage and the landing of |
Cantrips
The build should be fully melee, and by this stage, it does not matter which cantrip you take
Spells
Feel free to take any spell, none of them has a major impact.
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| Any spell that you rarely use | Excellent concentration spell that gives easy bonus damage. Just cast it before a fight. |
Level 12 - Fighter Lv 11
This level is a big stepping stone, making the fighter one of the strongest martial builds:
| Feature | Description |
|---|---|
| Now, a third attack can be used, tripling your base damage. Especially in the late game, where you have multiple sources of additional damage, this will stack up for easy kills against most foes. |
Spells
Take any spell
Replace Spell
Feel free to make any changes that you might find relevant
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
So this ability score is quite important, and as we talked already, there are a few main ways to maximize it
- 17 Charisma - the base for 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 - +1 Charisma.
The last part is what to do with the third feat. Here are your options:
- If you get Auntie Ethel Hair +1 Charisma and Patriar's Memory, take
Actor feat resulting in 24 Charisma. - If you did not get the Ethel Hair and only got the Patriar's Memory, then you have a free feat to take, as you end up with 22 Charisma.
- If you did not get Ethel Hair and got unlucky with Patriar's Memory, take the
Actor feat - 22 Charisma.
This results in 22-24 Charisma, with a +6-7 modifier. There are other feat options that I recommend, like
Sentinel: Vengeance or
Alert, which will lower your Charisma.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
| Consumable | Description |
|---|---|
| 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 |
|
| The attack roll bonus is pretty good, which improves your chances of hitting. | |
| Helps with attack and damage rolls. | |
| It can be used in two ways - the first one is to enter combat with a |
|
| Gives |
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 |
|---|---|
| Gives a free level 3 spell slot. After each long rest, use it to upcast |
|
| Gives a free level 4 spell slot. After each long rest, use it to upcast |
|
| 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. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
|
| Provides bonus damage of 1d4 and some other good bonuses. | |
| Boosts attack rolls by 1d4; this is a good boost to increase the likelihood of landing attacks. |
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 |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits, especially good with |
|
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | You can use it to drain health when activating |
|
| Base | Decreases enemy ability score, free use, so worth getting it. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | It can be used to save yourself from a deadly spell. | |
| Elite | Allows for freely casting a spell without resource limitation. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Hex Eldritch Knight Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
As I covered in the earlier part of the build, go for a Two-Handed Eldritch Knight build before level 9. So, no gear recommendations for this Act.
Act 2 - mid-game
Be sure to get
Resonance Stone in the
Mind Flayer Colony at the end of Act 2.
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
Can be used to apply the |
|
Melee (One-Handed) |
The core item of this build, that you obtain at level 8 Eldritch Knight by learning the |
|
| Can be used to apply the |
||
Melee (Off-Handed) |
Off-hand weapon option, which improves the critical rolls range and slightly improves overall weapon damage. | |
| A very powerful shield that enables critical attack immunity. | ||
| A decent shield with a good boost to initiative. | ||
Ranged |
Excellent bow as a stat stick, providing an initiative boost. | |
| Gives a free |
||
Head |
The best headwear to use in terms of damage boost. This comes from the |
|
Cloak |
Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | |
| Absorbing the elements adds a damage rider on the next attack. | ||
Armor |
One of the best-looking armours, and great options for maximizing spell concentration. You will obtain either of these depending on the Act 2 major decision regarding Nightsong. They also give a special |
|
| The best heavy armor in Act 2, gives slight damage reduction and looks just cool! | ||
| A good heavy armor, especially in the middle of Act 2. Still, you will get some better options later on. | ||
| In terms of pure offensive, this is the best armour as it improves |
||
| Excellent medium armor that has full scaling from Dexterity ability modifier. | ||
Gloves |
Solid gloves for weapon damage boost. | |
| Excellent gloves to debuff enemies with |
||
| Both of these gloves are a decent option, the higher ones give additional action to curse creatures in at least |
||
Boots |
One of the best boots in the game, which are obtained in Act 1. | |
| Gives |
||
Amulet |
Continues to be the best amulet in terms of damage boost. | |
| Excellent pick with |
||
| Excellent amulet that can help in tight situations when you are |
||
Rings |
Gives additional damage boost while the target is at least |
|
| Gives psychic damage rider while you are concentrating on a spell. This can be anything, like |
||
| An interesting choice that you can use to create ice fields. This does require a cold damage rider on your weapon from the |
||
| Improves armour class, making it easier to avoid enemy attacks. |
Act 3 - Final Build setup
Overall, the equipment section revolves around one key item -
Helmet of Grit. If you are okay running it and can equip
Amulet of Greater Health you can run with two bonus actions. Specifically for Eldritch Knight, this gives insane options:
- Two attacks with
War Magic - One attack with
War Magic and cast a spell with
Band of the Mystic Scoundrel
I go into these setups more below, but giving a heads up, on what to expect.
High Damage Setup
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
This continues to be your main weapon when summoned with the |
|
Melee (Off-Handed) |
In general, this would be the best weapon, as it would give a direct damage boost to all weapon attacks. The problem arises if you use |
|
| Excellent weapon choice if you can guarantee critical hits. The easiest way is via |
||
| Can add a necrotic damage rider on enemies that did not take a turn yet. | ||
| Comes with a |
||
Ranged |
In terms of pure damage boost, this is the best bow, especially as you can easily guarantee critical hits via |
|
| Gives a whooping +3 to initiative, I would only use it without the |
||
| Reduces the critical roll requirements, giving a slight average damage boost. | ||
| One of the best shields in the game with a stacked feature set and higher Armour Class. | ||
| A very powerful shield that enables critical attack immunity, which I think is important if you are running |
||
Head |
In terms of combat potential, this is the best headwear if you pair it with the |
|
| Alternative to the |
||
| Straightforward headwear option that adds necrotic damage rider on each attack. | ||
Cloak |
The best cloak in terms of defensive capabilities, as it gives the enemy a disadvantage on attack rolls. | |
Armor |
An alternative heavy armour that also gives |
|
| The best armour in terms of combat damage potential. This gives |
||
| If you are okay with some risks and having a lower base armour class, this robe offers improved damage when hitting with |
||
| The only option to wear if you would like to negate critical hits from the enemies. This greatly improves survivability, especially when you are running |
||
Gloves |
One of the best gloves in terms of direct damage boost via damage and attack rolls. | |
| These gloves are very powerful, especially if you have other controllers in the group that can consistently cast |
||
| Listing these gloves as they could give additional attacks to the already ridiculous number of attacks the Eldritch Knight does. Still, with |
||
| Improves Spell Save DC and gives a fire damage rider. This is an excellent option if you want to lean into spellcasting, but still retain damage potential. | ||
Boots |
Both of these are some of the best boots in the game. Use any of these to improve your movement on various terrains and avoid negative effects. | |
Amulet |
My go-to pick for an amulet, mandatory if you are using |
|
| Best offensive amulet, giving poison damage rider. You will need to get healing from another source to activate it, like a potion or a cleric's |
||
Rings |
Very powerful accessory that gives direct damage boost via |
|
| Excellent ring that easily gives a damage boost while enemies are at least |
||
| Great ring option, as you have good options for activating Concentration, like |
Battlemage Setup
This variation offers a gish option, where you can also spellcast with your bonus action. I do recommend stocking up on various scrolls like
Scroll of Hold Monster,
Scroll of Hypnotic Pattern, etc., more or less anything with illusion/enchantment school.
There is an argument to be made that you could skip on
Arcane Acuity gear (
Helmet of Arcane Acuity,
Gloves of Battlemage's Power) thanks to the
Eldritch Strike effect. However, your targets will be enemies or bosses with
Legendary Resistance, so to overcome them, all boosts will help.
| Slot | Item | Description |
|---|---|---|
Melee (Off-Handed) |
The recommended off-hand option if not going for shields. The Scarlet Remittance effect gives a nice boost to Spell Save DC. | |
Ranged |
Gives a whooping +3 to initiative, I would only use it without the |
|
| Reduces the critical roll requirements, giving a slight average damage boost. | ||
| The only shield that gives a boost to Spell Save DC. | ||
Head |
Depending on what your priority is |
|
| This is an alternative option to |
||
Gloves |
Alternative to the |
|
| With a crazy amount of attacks, you can use each of your hits to apply |
||
| Glove alternative if using |
||
| Improves Spell Save DC and gives a fire damage rider. This is an excellent option if you want to lean into spellcasting, but still retain damage potential. | ||
Amulet |
My go-to pick for an amulet, mandatory if you are using |
|
| Best offensive amulet, giving poison damage rider. You will need to get healing from another source to activate it, like a potion or a cleric's |
||
Rings |
This ring option is in case you want to lean into spellcasting with scrolls to apply illusion and enchantment spells via a bonus action. This allows the Eldritch Knight to utilize its |
|
| Very powerful accessory that gives direct damage boost via |
Debuffer Setup
With this many attacks and access to already powerful weapon
Shadow Blade you can do some interesting setups with Revorb setup, by utilizing gear that has
Radiating Orb and
Reverberation. Although in terms of damage, it weakens the build, it does become a unique setup.
Build Mechanics
In this section, I would like to dive deep into how to play the Crow Paladin 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.
Obtaining a third-level spell slot
The
Shadow Blade has a powerful effect; it scales with additional damage rolls at a level 3 spell slot and level 5. Sadly, reaching the latter is not possible for this build. But a level 3 spell slot is obtainable reasonably.
The easiest method is to drink
Superior Elixir of Arcane Cultivation, cast
Shadow Blade, with this level 3 spell slot. Then you can drink any other elixir, and you are set! Pretty simple.
There is also an option of playing as Origin Gale. If he is a companion, unfortunately, it will not work... You have to defeat one of the three Act 2 bosses -
Gerringothe Thorm (Lv. 8),
Thisobald Thorm (Lv. 6), or
Malus Thorm (Lv. 7). This will prompt you to consume Shadow Weave. When doing that, you will gain a special Level 3 Spell slot that restores after each long rest.
Maximizing Psychic damage
With the
Shadow Blade question resolved, and having ways of maximizing it. So let's go through some options that help you reach maximum damage:
Shadow Blade cast with a level 3 spell slot
Resonance Stone to double the psychic damage, which is obtained late in the Act 2 Illithid colony -
Resonance Stone.
Shadow-Cloaked Ring - adds 1d4 of weapon damage type, and with the
Resonance Stone, it gets doubled
Legacy of the Masters - adds 2 damage, which uses the damage type of your weapon.
Strange Conduit Ring - 1d4 psychic damage- Critical hits with
Hold Person/
Hold Monster doubling all the dice rolls
This can easily deal 150+ damage per hit, making many of the late-game encounters a breeze.
Use Utility and defensive spells
The easiest way to utilize the Eldritch Knight well is to utilize its access to various utility spells:
Mirror Image - best used to buff up before combat
Longstrider - use it every long rest to increase movement speed on all party members, not just yourself
Enlarge an easy 1d4 damage boost on each attack.
There are a few other options, but these already provide nice value for the EK spell slots, and why you took this subclass.
Control and offensive spellcasting
So at first glance, you may think that melee attacks are the only thing that you should concentrate on. Of course, you would be right, in terms of "optimal setup" and doing the most damage, that's probably what you would go with.
However, you can be a pretty good spellcaster thanks to
Eldritch Strike, which gives the enemy disadvantage on saving throws. With a decent spellcasting modifier and having
Band of the Mystic Scoundrel, you can cast illusion and enchantment spells with just a bonus action.
The spellsword setup will not give you the best damage and spell success chance, but it is an interesting alternative if you want more than just "hit the enemy until it dies."
The main problem is that you are limited to
Hold Person. However, it is easy to stock up on scrolls by having a dedicated Pickpocket Build. Now you can cast
Scroll of Hold Monster,
Scroll of Hypnotic Pattern, etc, almost for free and with just a bonus action.
Bind the Weapon
Once you get the Hexblade subclass with
Bind Hexed Weapon, be sure to apply it. Without it, you will not get the full benefits of the Charisma modifier on your weapons. This will result in you using Dexterity instead. That's not a huge problem, but your hit chance will decrease.
You will need to cast this on
Shadow Blade each long rest.
Maximizing the number of attacks
The build can land a high number of attacks late in the game, especially once you get the
Improved Extra Attack:
- Base attack
- Bonus action attack
War Magic.
Helmet of Grit (if you take it) - additional bonus action for which you can activate by either
Belm or the second use of
Booming Blade, when activating
Action Surge.
Haste or
Potion of Speed for an additional action point with a single attack.
Elixir of Bloodlust - one more action point for a single attack if you kill an enemy.
Extra Attack - gives another attack for the main action point.
Improved Extra Attack - one more attack for the main action point, resulting in 3 of them
Action Surge - gives an action point which can be used for 3 attacks with
Improved Extra Attack
Terazul - a late-game consumable that gives another attack.
So you can have 8+ attacks easily with a fighter, which can take out most enemies or bosses with a single nova round.
Late Game Combat
As the build starts from level 9, I will cover the late-game tactics
- Don't forget to cast
Shadow Blade with a level 3 spell slot, either with
Superior Elixir of Arcane Cultivation or Gale Origin's special level 3 spell slot. This needs to be done each Long rest. - Buff up with
Longstrider to improve movement speed after each long rest. - Be sure to activate
Bind Hexed Weapon to make Charisma the main weapon modifier for attack rolls and damage. - Ensure that you activate
War Magic by using
Booming Blade whenever possible. It also gives free damage, so no reason not to use it. - Improve survivability by casting
Shield when getting hit. - Use
Action Surge for Nova rounds to land more attacks. Also, be sure to activate
Booming Blade for the second activation of
War Magic if using
Helmet of Grit. - To maintain the needed health with
Helmet of Grit, use
Transfuse Health illithid power. - Do prebuffing with spells like
Mirror Image or
Enlarge before combat, to save your action points. - If you decide you want some spellcasting, stock up on scrolls and equip
Band of the Mystic Scoundrel. To take this further, get additional bonus action with
Helmet of Grit.
Build Variations
Here are some variations that work similarly and utilize the same core classes.
| Setup | Description |
|---|---|
Two-Handed Eldritch Knight:
|
This variation is ideal if you prefer a two-handed setup. It gains 4 feats, allowing it to reach 24 natural strength, without impeding any of the other stats. |
|
You can also use Two-Handed weapons with this split. Just that you will have to prioritize |
Conclusion
Thank you for reading the Hex Eldritch Knight Build for Baldur's Gate 3. This utilizes
Shadow Blade and maximizes Charisma as a single stat, both for weapon attacks and spellcasting. This also results in good dialogue dice rolls, making this a perfect main character choice.
Cheers!
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Gale
Half-Orc
Wood Half-Elf
Wood Elf
Zariel Tiefling
Fighter
Dexterity
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Eldritch Knight
Warlock
Warlock Spell Slots
Melee (Two-Handed)
Ranged
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