
HexHunter - Baldur's Gate 3 (BG3)
Contents
HexHunter - The melee menace
The idea of this build is to utilize the level 3 Hunter Ranger action -
Horde Breakerβ. By itself, the action seems very simple, however, it has some hidden mechanics which will be explained later in the guide.
Another contribution is level 1 Hexblade Warlock's action
Bind Hexed Weaponβ and bonus action
Hexblade's Curseβ. The curse is a huge damage boost that may seem like not much in the beginning, however, in huge simplicity; it allows your additional damage effects to repeat themselves and add more stacking damage.
Bind Hexed Weaponβ has a chance to apply
Hexblade's Curse which also works with
Horde Breakerβ; you can connect the dots here βhow absurd this may work.
Why
Rat Bat ? It has a hidden 1d6 Piercing damage DR-S which stands for Damage Rider that's treated as Source. It means that other Damage Riding Sources can apply onto it to repeat it's damage BUT since it's also a Source, it means that other damage riders may apply onto it. This means that stuff like for example;
Craterflesh Gloves which are a full fledged DRS item - will go absolutely crazy paired with all the things combined in this build.
Hope you like the idea of the build, and will enjoy reading it!
How to effectively use and read the build? Here are a few tips:
- Build Overview gives a high-level overview of each level
- Go into the leveling progression to understand why these picks were made, which also offers variations and mechanics explanations
- The equipment section offers gear progression and gives an in-depth explanation of what each piece offers to the build
- Check the Mechanics section to fully understand how the build falls into place
Class Contribution
The build can be made in a few different ways. You could go 9/3 split, take a dip 2 in Fighter or even 3 Rogue Thief. For simplicity's sake, I will be going with 9 Hexblade Warlock and 3 Hunter Ranger.
9 Hexblade Warlock
So this is the core of the build that you will use the most:
- β
Hexblade's Curse and
Bind Hexed Weaponβ to boost your damage capabilities.β
Hex Warriorβ with bonus proficiencies in Medium Armor and Shield. This also lets you use
Bind Hexed Weaponβ to use Charisma as the main weapon stat.- Access to a useful cantrip -
Eldritch Blast,β which scales with level and gains damage bonuses throughout the game - Warlock Spellslots that reset on short rest which allows you for usage of a vast array of control spells -
Darkness,
Hunger of Hadar,
Hold Monsterβ, etc. - Special invocations which give unique features like
Devil's Sight,
Repelling Blastβ,
Agonising Blastβ, etc. - Gain extra attack via the
Pact of the Bladeβ pact. - Summon special specters with a reaction thanks to the
Accursed Spectreβ feature. - Unique spell list of
Shield,
Wrathful Smite,
Staggering Smite,
Banishing Smite, and many more.
3 Hunter Ranger
- Minor features, and spin on roleplay via Favoured Enemy and Natural Explorer selections.
- Selection of Fighting styles, mainly
Defence in this case. - Spell slots for casting spells -
Hunter's Markβ,
Spike Growth, etc.
Horde Breaker a very powerful semi extra attack feature which has lots of special hidden mechanics.
There are more choices, but I will leave those in the build variation section below.
Build Variations
For this build, there are a lot of options, both from a progression perspective and the level splits
| Setup | Description |
|---|---|
|
A build that gives you another bonus action to utilize more spells like |
|
Fighter dip gives us another Fighting Style, but the main benefit of this dip is |
Build 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.
βΉ
You can start with this setup from the early levels. There are very good weapons like
Svartlebee's Woundseeker,
Jorgoral's Greatsword,
Unseen Menace and many more but you can also use
Shadow Blade, as this is a simple and effective weapon.
In this setup I will focus on using Two-Handed weapons.
| Level | Class | Selection |
|---|---|---|
| 1 | Warlock 1 | Cantrips: |
| Subclass: The Hexbladeβ | ||
| Spells: |
||
| STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
| Skills: Deception, Intimidation | ||
| 2 | Warlock 2 | Spells: |
| Eldritch Invocations: |
||
| 3 | Warlock 3 | Spells: |
| Pact Boon: |
||
| 4 | Warlock 4 | Cantrips: |
| Spells: |
||
| Feat: Ability Score improvement - +2 Charisma or |
||
| 5 | Warlock 5 |
Spells: |
| Eldritch Invocations: |
||
| Replace Spell: |
||
| 6 | Warlock 6 | Spells: |
| 7 |
Respec: Lv 1 Ranger Lv 2-6 - 5 Warlock Lvl 7 - 2 Ranger |
Favoured Enemy: |
| Natural Explorer: |
||
| Spells: |
||
| Fighting Style: |
||
| 8 | Ranger 3 |
Subclass: Hunter |
|
Spells: |
||
| Hunter's Prey: |
||
| 9 | Warlock 6 | Spells: |
| 10 | Warlock 7 | Spells: |
| Eldritch Invocations: |
||
| 11 | Warlock 8 | Spells: β |
| Feat: |
||
| 12 | Warlock 9 | Spells: |
| Eldritch Invocations: |
Synergy with other builds
This section will give a few ideas on how to utilize other builds to maximize the combat potential of the group. There are usually various synergies that make the group play more enjoyable. However, this should not be the main factor. With full game knowledge, any party composition will work freely.
Darkness Setup
Thanks to
Devil's Sightβ you have a natural way to see and attack through magical darkness. Here's some builds that can help in your party:
| Synergetic Builds | Enabler | Description |
|---|---|---|
| Beast Master Ranger (level 11) | From level 11, when using |
|
| Shadow Magic Sorcerer | The Sorcerer has an easy way of creating |
|
| Sorlock |
|
Sorlock can create and also see inside the |
Playing with Darkness
So
Darkness is one of those very powerful spells that can break the enemy AI, and make many encounters a breeze. There are a few sources that you can get it from:
Darkness or
Eyes of the Dark: Darkness spells
Arrow of Darkness
Shar's Spear of Evening with it's special
Shar's Darkness and
Edge of Darkness actions.
Dire Raven Companion at level 11 from Beast Master Ranger, with its flying mechanic.
The created field is special because it will cancel out most of the arrow projectiles, protecting anyone inside it. Of course, it can be buggy, and enemies can still throw stuff, or used ranged attack if they are elevated. There are a few sources of being able to see in the "Magical" Darkness:
Devil's Sight
Eyes of the Dark from
Eyes of the Dark: Darkness
Eversight Ring,
Steel Watcher Helmet allow to see through magical darkness
With all of the requirements and conditions in mind, you can now use Darkness to your advantage. My recommendation is to position the Darkness field in two ways:
Cover enemies with the field - this is an excellent strategy when enemies are clumped together, and you are the one starting the combat. Cast
Darkness on them, so that they would get
Blinded and use the character that can see in it, move together with them. Now you have an easy way on avoiding enemies, they also cannot freely move, or you will hit them with
Opportunity Attack.
The second option is to use it as a cover field. This is perfect for those situations where you want to take it slowly, there are no enemies that can see in the dark, and you might be overwhelmed by them otherwise. You can then stay in the
Darkness field and once your turn starts, move out, hit enemies with spells or weapons, and go back. The NPCs will have to make a choice - should they go inside and gain disadvatnage or stay outside and skip their turn
Darkness comes with a plethora of caveats, so have this in mind when using:
- Some enemies can see in Magical Darkness, so check their features in the explanation window
- Other enemies can throw projectiles like
Javelin and hit you inside the field - Sometimes it can be buggy as hell and doesn't work at all.
Another cool thing is that you can use
Darkness strategically, with characters that cannot see inside of it. For example, enemies that are inside the field have
Blinded condition. Position your melee characters outside, so that enemies would have to attack with
Disadvantage. They might also try to run away, which would allow you to use
Opportunity Attack for an additional hit against them.
Controllers
As this build uses
Rat Bat it comes with a lot of dice rolls thanks to it's hidden 1d6 piercing DRS (Damage Rider Source). 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 Monsterβ/
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 Rayβ - 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.
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the HexHunter build. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Specifically for the HexHunter build, they will give important armor proficiencies or advantages on the melee damage dealer archetype.
| Race | Features | Description |
|---|---|---|
High Half-Elf |
|
These picks are relevant mainly for the |
High Elf |
|
|
Wood Half-Elf |
|
Comes with a solid movement speed boost that any melee build can utilize well in combat to reach enemies on the initial turn. |
Wood Elf |
|
|
|
Half Orc |
|
A perfect fighter race - can stand up instead of being |
Class
| Overview | |
|---|---|
Warlock |
|
| Features | |
Warlock Spell Slots |
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 |
|---|---|
| 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. | |
| 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. | |
| 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 | |
|---|---|
| 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
There are multiple good spell picks, but for now, you can only take 2:
| 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. | |
| Good damage boosting option especially with your ranged |
|
| 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 Wisdom ability points.
| Background | Skills | Description |
|---|---|---|
| Urchin | Sleight of Hand Stealth |
Excellent pick for being effective in stealth and also disarming traps or pickpocketing. |
| Criminal | Stealth Deception |
This is especially useful for the main character, as you will get proficiency in deception that helps with some dialogue options. |
| Charlatan | Deception Sleight of Hand |
Makes pickpocketing, lockpicking, and trap disarmament easier. Moreover, comes with dialogue-based skill proficiency. |
Abilities
Build ID: 13778
Skill proficiencies
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 2-12
Here is the detailed progression for the HexHunter 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
Levels 2-6
By this time, you should have landed on the
Ravaged beach already and started exploring the initial area. You might need 1 additional encounter if you did not obtain enough XP in the Nautiloid.
For most of the builds, early levels are pretty simple, as there are minimal spell options and features that you can use. However, there are notable spikes at levels 5-6:
Extra Attack- Level 3 spells
- Major class and subclass features
With these, you will feel how the game combat opens up, and with correct preparations, you can start eliminating foes with minimal preparations.
Level 2 - 2 Warlock
Spells
| Spells | Description |
|---|---|
| It can be used before short rest if you have a free spell slot. It improves survivability and can inflict decent cold damage. | |
| Alternative damage retaliation |
Eldritch Invocations
| Invocation | Description |
|---|---|
| One of the most important invocations to make |
|
| If you are interested in improving the |
Level 3 - 3 Warlock
The first level 2 spells are unlocked. You also gain some nice features that will be useful later on.
Spells
| Spell | Description |
|---|---|
| You can use |
|
| 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. |
Pact Boon
| Boon | Description |
|---|---|
| The action overlaps with |
Level 4 - 4 Warlock
Level 4 brings the first feat, it will be a huge improvement. Here you can select from a few choices, based on your playstyle and what kind of playthrough you are doing.
| Feat | Description |
|---|---|
| Allows to re-roll damage dice for melee weapons for a higher result. Very good with |
|
|
It gives a bonus attack using a bonus action if you kill an enemy or land a critical hit. On top of it, it also adds a flat +10 damage to our strikes at the expense of -5 penalty to attack rolls. I recommend checking the guide on Attack Roll Increase, to get ideas on how to easily overcome this penalty. |
|
| Ability Improvement - +2 Charisma |
Another option is improving your Charisma, which is beneficial for your attacks, |
Cantrips
You can pick only one
| Cantrip | Description |
|---|---|
| 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 |
Using Minor Illusion
On the other hand, you can also use something like
Minor Illusionβ to pull enemies together, changing their vision cones, and attacking with the same spell but hitting all of them. This is a very powerful cantrip that can be overlooked.
First, it does not break Invisibility or stealth (unless you get seen). Second, enemies, when not in combat, will chase it, meaning they will change their vision direction. Third, on most occasions, they will come closer to investigate the illusion.
This creates various opportunities like landing a powerful Area of Effect spell from a caster or scrolls, or hitting with wide attacks.
Spells
| Spell | Description |
|---|---|
| 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 |
Level 5 - 5 Warlock
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 |
|---|---|
| This is the improved |
Spells
| Spell | Description |
|---|---|
| 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 |
|---|---|
| This is one of the most useful passives in the game. It helps with general dark areas. However, it also plays well with dark environment like from: |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| 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. For |
Darkness with Devil's Sight
Using
Darknessβ spells with a Warlock is one of the ways to guarantee success. You will, of course, need
Devil's Sightβ 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
Darknessβ 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,β 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 Chaosβ and cast
Conjure Elementalβ. This minion stays until Long Rest, so it will also help with this setup.
Level 6 - Multiclass into Ranger Lvl 1
Guide how to multiclass:
Let's go through the Ranger choices now:
| Overview | |
|---|---|
Ranger |
|
| Rangers are unrivaled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey. |
Pick the Favoured Enemy:
| Passive Feature | Description |
|---|---|
| βYou gain proficiency in Heavy Armor which can be a nice alternative with pieces like |
After that, choose Natural Explorer:
| Feature | Description |
|---|---|
| A free Sleight of Hand proficiency, helping to cover more skill options if needed |
For Abilities, take anything that your party might need.
Levels 7-10
Generally, this covers the Act 2 part of the game. This unlocks items that give a slight boost to a few builds, and you uncover a really interesting part of the story.
Level 7 - 2 Ranger
A few nice features are unlocked. For the spells, choose 2:
| Spells | Description |
|---|---|
| One of the best cheap spells in the game. Make sure that at least one party member has it, to cast on everyone in the group, for solid movement speed improvement. | |
| This is a pretty solid spell, especially with |
Now, for the Fighting Style:
| Fighting Style | Description |
|---|---|
| Gives a +1 Armour class to help avoid attacks. |
| Feat | Description |
|---|---|
| This would be my go-to pick, if using Monk weapons - |
| Feat | Description |
|---|---|
| Pick this feat if you are using or plan to use |
Level 8 - 3 Ranger
Spells
| Spell | Description |
|---|---|
| Triples your jump distance for 10 turns. Useful tool to have while traversing the world or pre-cast it in combat to have bigger mobility. |
Subclass
| Overview | |
|---|---|
Hunter's Prey
| Action | Description |
|---|---|
| This will be one of the core features for why we are taking Hunter. It will give a semi-extra attack, that also has various intricate interactions via passing conditions. |
The importance of Horde Breaker
This section covers the "advanced" mechanics of
Horde Breaker. Even without understanding them, feel free to use this feature "as is", as all of these effects will happen automatically with the recommended gear.
One of the key aspects that makes this build powerful is
Horde Breaker. It works both in melee and ranged, and gives a somewhat simulated
Extra Attack. However, there is a catch, and a major one, which makes this ability extremely powerful.
I will go through this in short details, but if you want extensive knowledge, I recommend reading this Horde Breaker guide.
First, let's start with the most important point: you want to target enemies that are clustered together. Of course, to activate
Horde Breaker 2 enemies are enough. However, as I will explain later, getting many of them in one place will create a cascading effect of conditions.
As you can guess, the secret is the number of tagged enemies. The more you see "affected," the more conditions will have a chance to transfer to. So instead of affecting one enemy, the
Horde Breaker allows to apply conditions on multiple targets. Of course, this doesn't mean that damage will transfer, but still a group of enemies that cannot move is a huge boon.

So, what are these conditions that can be transferred?
Frightened from
Bow of the Banshee
Reverberation from
Boots of Stormy Clamour on one of the targets
Mental Fatigue from
Ring of Mental Inhibition- Most importantly;
Hexblade's Curseβ our main dish of the build.
Another cool aspect is that you can attack an enemy with a
Horde Breaker (Ranged) and then do the second attack using
Horde Breaker Follow-Up (Melee), which enables you to better control your distance and reach enemies that otherwise would not be reached via normal melee attacks.
Level 9 - Warlock 6
The level unlocks some nice features:
| Feature | Description |
|---|---|
| Killing an enemy with |
Spells
| Spells | Description |
|---|---|
| This can be a great source of |
Level 10 - 7 Warlock
Further progression with new level 4 spells
Spells
| Spells | Description |
|---|---|
| Big damage spell that may disable your opponent and give them lots of debuffs |
Eldritch Invocations
| Invocations | Description |
|---|---|
| There is a powerful robe - |
|
| A free health increase to improve survivability. |
Levels 11-12
This is where you will spend most of the time in Act 3. There will be an immense amount of content, and you can finish your builds and unlock extremely powerful gear.
Level 11 - 8 Warlock
The main highlight of this level is the additional feat.
Spells
Here are some relevant spell recommendations:
| Spells | Description |
|---|---|
| It can be extremely useful if you plan on using |
Feat
| Allows to re-roll damage dice for melee weapons for a higher result. | |
| Ability Improvement - +2 Charisma | Another option is improving your Charisma, which is beneficial for your attacks, |
Level 12 - 9 Warlock
Level 5 spell slots are unlocked with some additional invocations:
Spells
| Spells | Description |
|---|---|
| Big range good damage spell, it deals pure Cold damage so you can pair it with the |
Eldritch Invocations
For now, I think the build has everything covered. So feel free to pick anything of interest:
| Invocations | Description |
|---|---|
| Allows to summon powerful Myrmidons that can really aid your team + they're an additional "meat shield" | |
| Additional proficiencies for charisma dialogue checks. |
Equipment Recommendations
Here are some recommendations on how to follow the gear picks:
- I recommend checking the Item Checklists or Interactive Map, depending on which is easier to use for you. This will help you track which items and when you should pick them.
- I mention Stat Sticks in caster and ranged builds. These are items that you do not use directly (like
Club of Hill Giant Strength,
Knife of the Undermountain King,
The Dead Shot, etc.), but their bonuses still apply to other weapon attacks or actions. - If an item is taken by another character, use the one with lower priority or even those from previous acts. If you want to have the best items for all builds, this will require planning, which is not for everyone.
Act 1
This covers the earliest part of the game, which generally spans
Nautiloid,
Wilderness,
Underdark and the semi Act 1, or to be precise Act 1.5 -
Rosymorn Monastery Trial.
Build ID: 13778
Mode: Full Equipment
Sets: Act 1, Act 1.5 Creche
Act 2
The main goal for this act is to obtain the
Rat Bat ASAP.
Build ID: 13778
Mode: Full Equipment
Sets: Act 2
Act 3 - Final Build setup
This is where you will unlock the strongest weapons and armors for most of the builds. It is split into two major parts, starting with
Rivington and later reaching the huge area -
Lower City itself.
Build ID: 13778
Mode: Full Equipment
Sets: Act 3
Build Mechanics
In this section, I would like to dive deep into how to play the Shadow Monk. 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 effectively use the build.
What in the Nine-Hells is Rat Bat ?
As mentioned many times,
Rat Bat has a hidden piercing damage bonus. This combined with all the damage riding features like
Callous Glow Ring,
Horns of the Berserker,
Craterflesh Gloves and many more options will result in damage-riding on damage-riding on damage and so on. Using your Main Hand attack,
Booming Blade,
Great Weapon Master: Bonus Attackβ,
Horde Breaker will all result with big chunks of damage stacking from mentioned items.β

Invisibility options
So this build does shine when using Invisibility. First, it allows starting with a Surprise round, giving you 1 turn
Advantage which you can use to either kill or weaken enemies. Second, there are multiple ways of getting it:
- Potion of Invisibility - I think the most obvious one. If you can pickpocket or have plenty of gold, this option can be cheesy but effective.
Invisibilityβ - can be cast by various casters or activated via items.
Cloak of Shadowsβ - the iconic Shadow Monk feature, that allows one to become invisible at will.
The Deathstalker Mantle - one of the key items that you obtain during the Dark Origin playthrough. You enter invisibility after each kill.
Greater Invisibilityβ - this is the most lucrative option. However, to use it you will want both proficiency and expertise in stealth, high dexterity, and stealth
Advantage. With this effect, you can outright clean enemies without them even understanding what is happening. This requires a high-level caster like Bard, Sorcerer, or Wizard.
Using any melee Weapon - Bind Pact Weapon
So the key thing that you must not forget to do is cast
Bind Hexed Weaponβ 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 Curseβ on a hit.
There is another question mark: What does the
Bind Pact Weaponβ from
Pact of the Bladeβ do? Well, its purpose is revealed at level 5 when you gain
Deepened Pactβ 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,β which is your go-to option for ranged attacks. This cantrip gets significant boosts with eldritch invocations:
Agonising Blastβ
Repelling Blastβ
Spectres and their usefulness
At level 6, you will unlock
Accursed Spectre,β 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,β 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 Curseβ 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 resistances for some time against Intelligence checks, you can do a special mechanic late in Act 2 (illithid colony). This requires you to finish a puzzle and find a specific mind. First, go and complete the puzzle:
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 an
Advantage on Intelligence. This will be extremely valuable in the upcoming fight. Sadly, it will disappear if you die, so try to avoid that.
Combat Tactics and Rotation
- Always
Bind Hexed Weaponβ after a long rest.
Hexblade's Curseβ 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 Blastβ when you cannot reach your foe.
Cloud of Daggersβ 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
Shieldβ 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 Weaponβ for extra bonuses and charisma scaling. - Use
Darknessβ +
Devil's Sightβ for some difficult combat encounters like Githyanki's or Orc Camp. - If you pick
Friends,β avoid cancelling it close to the target NPC, as they may attack you.
Hunger of Hadarβ is perfect for breaking large groups of enemies. While in the fog, use
Eldritch Blastβ to push enemies back in with
Repelling Blast.
Horde Breaker is a major feature of the build, and depending on the setup, you can use both ranged and melee interchangeably; Although you will deal a lot more in melee.- If it's possible and you see an encounter incoming,
Minor Illusion is a very powerful option to lure enemies into one place. Following up with
Horde Breaker allows applying multiple conditions at the same time - In general, try to target those enemies that are grouped together so that
Horde Breaker is activated - Your
Horde Breakerβ paired with
Bind Hexed Weaponβ on
Rat Bat can apply the
Hexblade's Curseβ which will tremendously boost your damage - If using
Strange Conduit Ring apply Concentration spells like
Expeditious Retreatβ or
Elemental Weaponβ. - When you can raise some spectres with the
Accursed Spectreβ feature to give a slight boost in combat.
- Try to enter combat with Invisibility, to activate Surprise Round. If you can, use
Greater Invisibility, to inflict more than one hit. - Grouping enemies and using
Horde Breaker +
Horde Breaker Follow-Up (Melee) is your main source of damage.ββ
Hexblade's Curse can be used situationally, when utilizing weapons. The damage boost can apply multiple times on various damage riders.- Your
Horde Breakerβ paired with
Bind Hexed Weaponβ on
Rat Bat can apply the
Hexblade's Curseβ which will tremendously boost your damage - Use
Booming Blade when not utilizing
Horde Breaker to inflict extra thunder damage.
Maximizing the Build
This section I would like to dedicate to various optimizations that you can do to further empower your build. Various things like Illithid Powers, consumables can make the build from powerful to totally overpowered, trivializing the hardest game encounters
Maximizing Ability Scores
Ability Scores play an important role both in terms of how your attacks and spells land. Moreover, these can help to also reach extremely high skill rolls needed for a few checks.
- Act 1 -
Auntie Ethel's Hair - you can get +1 Charisma if you pick this choice. - Feat - Ability Improvement - +2 Charisma.
- Act 3 - Mirror of Loss - pick +2 Charisma. Mirror allows you to get additional +1 Charisma although it's based on luck.
This will allow you to reach 22 natural Charisma with or without the hair if you're lucky.
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.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs and provides only benefits on the first hits. | |
| Base | Guarantees a critical hit, use it on important targets that you want to make sure are killed. | |
| Base | As this is Psychic damage, you will double it to 2d4 thanks to Resonance Stone. | |
| Base | A decent use for reaction to deal some bonus psychic damage. | |
| Base | As you will be using Dexterity, this can help you to reduce enemy Armor Class and give an increased hit chance on the next attack. | |
| Base | Can help to kill an enemy faster if it is left with a few HP. | |
| Elite | As you are not a charisma-based character, these proficiencies help with dialogue checks. | |
| Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a |
|
| Elite | Remove the cost of spell slots or charges. |
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 |
|---|---|
| You can chug this potion before combat, or during combat using a bonus action. It gives another action point that gives an additional attack or one more spell cast. Sadly, its duration is only 3 turns. | |
| Can be used to enhance your hit chance on a weapon. The +2 bonus is pretty significant, especially when using |
|
| Gives a bonus attack roll and damage. It is a good coating if you can apply it before combat to improve hit chances and get a slight damage boost. | |
| Although not something powerful, it is worth stocking up and saving a spell slot. | |
| Can be used to get a perfect position before the encounter starts. It can also help trigger Surprise rounds. |
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 a Bonus Action.
| Consumable | Description |
|---|---|
| As you will be able to easily kill at least the weakest foe, this ensures additional attacks per turn. This is one of the most powerful options that you can use for a Shadow Monk build. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. | |
| Sets strength value to 21 until the Long Rest. I recommend this elixir in the early game if you want to throw enemies off to chasms easier. |
Useful Buffs
Auntie Ethel's Hair - Grants you permanent +1 to a stat of your choice. Granted by haggling with
Auntie Ethel.
Volo's Ersatz Eyeβ grants you permanent
See Invisibilityβ effect in exchange for one of your eyes. It's a permanent cosmetic change and it's mutually exclusive with
Paid the Priceβ. It's obtained from
Volo.
Awakenedβ - let's you use your Illithid powers as a bonus action. You can obtain it from the
Zaith'isk machine.
Resonance Stone can be found in
The Mindflayer Colony effectively boosting your Psychic damage for the prize of debuff on mental Saving Throws but also your vulnerability to Psychic damage.
Sweet Stone Features - Grants you the
Blessβ effect. Pay 5000 gold to
Boney in the
Circus of The Last Days for Stoney to construct a statue of the player character or another party memberβ.
Anointed in Splendour β - Grants +2 to all Saving Throws, offer enough gold to one of the deities in
Stormshore Tabernacle. Gold needed scales with the difficulty level of the game and your character level.
Partial Ceremorphosisβ - Allows you to become Half Illithid granting you stronger Tadpole powers in exchange for your looks.
Mirror of Loss can grant you and your companions +2 to any stat permanently. Can also grant additional +1 to charisma offering it +3 instead of regular +2. I recommend looking into Mirror of Loss guide.
Conclusion and Credits
Thank you for reading the HexHunter build for Baldur's Gate 3. This is a truly strong AoE
Horde Breakerβ monster. I hope you enjoyed reading it and that it changed your mind about the
Rat Bat.
Cheers!
Like, Dislike, comment, or share!

High Half-Elf
High Elf
Wood Elf
Warlock
Warlock Spell Slots
Ranger
Join the Discussion
0 commentsNo comments yet.
Be the first one to leave a comment!