
Great Old One Warlock - GOO Build - Baldur's Gate 3 (BG3)
Contents
The Great Old One Build - GOOLock
The idea of this build is to utilize the level 1 Great Old One Warlock passive action -
Mortal Reminderβ and Hunter Ranger's level 3 Action
Horde Breakerβ. Both abilities have very interesting interactions with other items and effects in which they can be "exploited" in more ways than it seems.
Mortal Reminder Wisdom saving throw applies to all enemies within a 3β―m (10β―ft) radius of the critically hit target which also works with
Horde Breaker's AoE. It also pairs well with
Arcane Acuity which we will be gaining from
Helmet of Arcane Acuity that will also buff our spell DC and accuracy for spells like:
Evard's Black Tentaclesβ,
Telekinesisβ,
Hold Person and many more.ββ
This is a perfect subclass for those who are looking for disabling enemies and dealing a lot of damage. It also works great with big AoE weapons or weapons exploiting "DRS".
Hope you like the idea of the build, and 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 pure Warlock, take a dip in Sorcerer. In this case I will be going 9 Warlock and 3 Ranger
9 Great Old One Warlock
So this is the core of the build that you will use the most:
- Access to
Mortal Reminder which may
Frighten our enemies upon a critical strike.ββ
Entropic Ward which upon using a reaction will impose
Disadvantage against an attack towards you and if it misses, it will grant you
Advantage on your attack roll, good defence tool.- Access to various control and debuff spells like
Hexβ,
Dissonant Whispersβ,
Slow,
Evard's Black Tentacles and many moreβββ. - 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.
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 at the end of the post.
Build Variations
For this build, there are a lot of options, both from a progression perspective and the level splits
| Setup | Description |
|---|---|
|
A split that trades |
|
Mono Great Old One Warlock still offers a good build. You gain 3 feats, more Warlock spells, spell slots, invocations and mystic arcanum. |
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.
| Level | Class | Selection |
|---|---|---|
| 1 | Warlock 1 | Cantrips: |
| Subclass: The Great Old Oneβ | ||
| 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 - |
||
| 5 | Warlock 5 | Spells: |
| Eldritch Invocations: |
||
| Replace Spell: |
||
| 6 | Warlock 6 | Spells: |
| Replace spell: If |
||
| 7 | Warlock 7 | Spells: |
| Eldritch Invocations: |
||
| 8 |
Lv 1-3 Ranger Lv 4-8 Warlock |
Favoured Enemy: |
| Natural Explorer: |
||
| Spells: |
||
| Fighting Style: |
||
|
Subclass: Hunter |
||
|
Spells: |
||
| Hunter's Prey: |
||
| 9 | Warlock 6 | Spells: |
| Replace spell: |
||
| 10 | Warlock 7 | Spells: |
| Eldritch Invocations: |
||
| 11 | Warlock 8 | Spells: β |
| Feat: |
||
| 12 | Warlock 9 | Spells: |
| Replace Spell: |
||
| Eldritch Invocations: Any, my personal choice: |
Keep in mind that with
Bind Hexed Weaponβ you can only bind THE MAIN WEAPON so your off-hand would have to be a stat-stick or a shieldβ
| Level | Class | Selection |
|---|---|---|
| 1 | Warlock 1 | Cantrips: |
| Subclass: The Great Old Oneβ | ||
| 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: |
|
Replace spell: |
||
| Pact Boon: |
||
| 4 | Warlock 4 | Cantrips: |
| Spells: |
||
| Feat: Ability Score improvement - |
||
| 5 | Warlock 5 | Spells: |
| Eldritch Invocations: |
||
| Replace Spell: |
||
| 6 | Warlock 6 | Spells: |
| Replace spell: |
||
| 7 | Warlock 7 | Spells: |
| Eldritch Invocations: |
||
| 8 |
Lv 1-3Ranger Lv 4-8 Warlock |
Favoured Enemy: |
| Natural Explorer: |
||
| Spells: |
||
| Fighting Style: |
||
|
Subclass: Hunter |
||
|
Spells: |
||
| Hunter's Prey: |
||
| 9 | Warlock 6 | Spells: |
| Replace spell: If |
||
| 10 | Warlock 7 | Spells: |
| Eldritch Invocations: |
||
| 11 | Warlock 8 | Spells: β |
| Feat: βAbility Score Improvement +2 Charisma or |
||
| 12 | Warlock 9 | Spells: |
| Replace Spell: |
||
| Eldritch Invocations: Any, my personal choice: |
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
Mortal Reminder βit comes with a lot of utility in which: this build benefits much more 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:
| Synergetic Builds | Enabler | Description |
|---|---|---|
| Any | Disabling a group or a single foe, allows your allies to hit them with guaranteed critical hits | |
| You cast |
||
| Eldritch Knight Archer |
Psychic damage
| Synergetic Builds | Enabler | Description |
|---|---|---|
|
All of these builds have access to |
|
| Open Hand Monk | Open Hand Monk also can deal psychic damage, it's not as big as having full |
Piercing Damage
| Synergetic Builds | Enabler | Description |
|---|---|---|
| As a ranged build, you will greatly benefit from other characters that would use |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the GOOlock 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 GOO build, they will give important armor proficiencies or advantages on stealth checks to better utilize the assassin playstyle.
| Race | Features | Description |
|---|---|---|
Drow |
|
All three choices offer you access to a free |
Asmodeus Tiefling |
|
|
Drow Half-Elf |
|
|
High Half-Elf |
|
These picks are relevant mainly for another cantrip you want to have, my personal pick would be the |
High Elf |
|
|
Deep Gnome |
|
The main attractiveness of Gnomes is that they have |
Dwarf Duergar |
|
One of the best race picks overall. The |
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 |
Githyanki |
|
The race comes with all weapon proficiencies and early medium armor proficiency. Moreover, it gets some good actions like |
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 | |
|---|---|
The Great Old One |
|
| Features | |
| When you land a Critical Hit against a creature, that creature and any nearby enemies are |
|
Spells
There are multiple good spell picks, but for now, you can only take 2:
| Spell | Description |
|---|---|
| Good damage boosting option especially with your ranged |
|
| Pretty nice control spell dealing a respectable psychic damage and making an enemy |
|
| 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: 19277
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 2-12
Here is the detailed progression for the GOOlock 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. |
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 |
|---|---|
| Purely for Dual-Wield setup or until you get a good 2 handed weapon. | |
| 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. | |
| This is an easy way to guarantee critical hits combined with stuff that you can get later in the game, for safety I'd use it with ~65% success rate. |
Pact Boon
| Boon | Description |
|---|---|
| It will allow our weapon to use Charisma modifier instead of natural Strength or Dex and you will be able to access |
Using any melee Weapon - Bind Pact Weapon
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. It also allows your weapon to use fully charisma modifier to attacks instead of strength/dexterity.
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. Early game 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, spending your spell slots; then use Short Rest to restore spell slots, and go into a fight with maximum preparation.
Level 6 - Warlock 6
The level unlocks some nice features:
| Feature | Description |
|---|---|
| β |
Upon using a reaction will impose |
Spells
| Spells | Description |
|---|---|
| Great control spell which can disarm your enemies on top of making enemies |
Optional Spell Replacement
| Remove Spell | Add Spell | Description |
|---|---|---|
| ββ |
Slowing an enemy heavily drops their movement and action economy while |
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 - Warlock 7
Spells
| Spells | Description |
|---|---|
| Your best friend, an absolute BEAST of a spell. Pairing it with your high spell save DC, control and other spells you can cast on your enemies, you will dominate the battlefield. |
Eldritch Invocations
| Invocations, | Description |
|---|---|
| Good spell that will work very well with your |
Level 8 - Respec to 3 Ranger Hunter and 5 GOO Warlock
This is an important part of the build. Go to Withers and Respec so that you start the FIRST level as a Ranger. Why is this important? The main idea is that you want to change your spellcasting modifier from Wisdom - to Charisma, when adding Warlock levels later. It will benefit us with using stuff like
Arcane Synergy.
Go back through levels 1-8 of the build
After the respec and distributing first levels into Ranger, you should now go back through progression and multiclass into the Great Old One Warlock again. Pick the same choices from levels 1-5 Warlock in the progression tab
βHere's a 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.
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. |
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 -
Mortal Reminderβ
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 |
|---|---|
| β |
Upon using a reaction will impose |
Spells
| Spells | Description |
|---|---|
| Great control spell which can disarm your enemies on top of making enemies |
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 - Warlock 8
The main highlight of this level is the additional feat.
Spells
Here are some relevant spell recommendations:
| Spells | Description |
|---|---|
| Good control spell that will be quickly replaced later, it can be used for a couple of fights applying. |
Feat
| Feat | Description |
|---|---|
| Allows to re-roll damage dice for melee weapons for a higher result. | |
| A very powerful feat, that greatly improves combat capabilities. The main problem is the penalty to attack rolls. However, this can be negated by disabling the effect or getting various bonuses. I recommend checking the Attack Roll Guide on how to maximise your hit chance. | |
| 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 |
|---|---|
| Very versatile and strong spell being able to dish a great amount of damage or instakilling enemies. It will be especially strong due to our possible |
Replace Spell
| Spell | Description |
|---|---|
| We replace the spell due to our already high control and vast array of spells that may prove more useful. |
Eldritch Invocations
For now, I think the build has everything covered. So feel free to pick anything of interest:
| Invocations | |
|---|---|
| Any | At this point of the game you basically have everything you want, but due to own taste you can choose stuff like |
| Additional proficiencies for charisma dialogue checks, my personal choice. |
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: 19277
Mode: Full Equipment
Sets: Act 1 - 2 hand, Act 1.5 - 2 hand, Act 1 - Sblade, Act 1.5 - Sblade
Act 2
The main goal for this act is to obtain the
Resonance Stone,
Rat Bat or
Shar's Spear of Evening so don't be in a hurry and enjoy all the stuff that you can encounter here. You'll encounter one of those one way or another.
Build ID: 19277
Mode: Full Equipment
Sets: Act 2 - 2 hand, Act 2 - Sblade
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: 19277
Mode: Full Equipment
Sets: Act 3 - 2 hand, Act 3 - Sblade
Build Mechanics
In this section, I would like to dive deep into how to play the GOOlock. 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.
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 Blast
Once you get
Horde Breakerβ you can also use
Horde Breaker (Ranged) to have 2 attacks instaed of one, as you only have Extra Attack on your bound weapon through
Bind Pact Weapon.
Harold will be exceptionally great as it can apply
Baneβ to a lot of enemies so use it before a fight for free attack or if you plan to cast spells.
Arcane acuity
So the core aspect is being able to build your
Arcane Acuityβ both during your turn and outside of it. It will greatly increase your spell potency which is crucial for this build, it also will greatly increase the value of
Mortal Reminder.
Quickly stacking
Arcane Acuity will make your
Evard's Black Tentacles almost inescapable and your other control spells like
Hold Monster or
Telekinesis almost guaranteed to hit. Battle Acuity also triggers on dealing weapon damage to objects as well as creatures so
Helmet of Arcane Acuity is a monstrous combination especially with
Horde Breaker.
βActions and consumables with hidden attack rolls against enemies in the effect radius can trigger
Mortal Reminder which also our beloved
Horde Breaker may trigger. Your bread and butter will be dealing a lot of damage due to
Horde Breaker with quickly stacking
Arcane Acuity, followed up with possible easy
Frightened AND a control spell to add spice to the mix.
Elemental Infusion Ring
As mentioned in the Act 1.5 Equipment section,
Ring of Elemental Infusion works wonky with
Booming Blade (BB)β. To properly activate the ring with BB you need the
Drakethroat Glaive from Act 2 (map below) or the
Elemental Weapon spell. BB isn't properly coded as a Thunder spell so you need to imbue your weapon with any element to activate it without using a dedicated cantrip or a spell. This ring's damage can also apply multiple times as it is a Damage Rider.β
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

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.
Invisibility options
This build also does shine when using Invisibility as you can stack acuity due to
Helmet of Arcane Acuity. 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.
Combat Tactics and Rotation
- Always
Bind Hexed Weaponβ after a long rest. - Your early DC spells will have low hit chance, always use them around 65% and above .
- Your
Mortal Reminder has a slight AoE, remember to use it on clumped enemies. - 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.- At level 3 for dual wield. your go-to spell is
Shadow Blade. Don't forget to use
Bind Hexed Weaponβ for extra bonuses and Charisma scaling. - Use
Harold to furthermore debuff your enemies. - Use
Darknessβ +
Devil's Sightβ for some difficult combat encounters like Githyanki's or Goblin 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.- Try to group your enemies together as much as possible then set up crits as your
Mortal Reminder will make them practically turned-off - Your
Entropic Ward is a reaction meaning you only have one per turn, use it smart against a big enemy or when you're using a
Concentration spell - 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 can quickly stack
Arcane Acuity - If using
Strange Conduit Ring apply Concentration spells like
Expeditious Retreatβ or
Magic Weapon
Evard's Black Tentaclesβ is an absolutely devastating spell. Pair it with other control spells and use
Repelling Blast to constantly push enemies into it so they can't escape.
- Try to enter combat with Invisibility, to activate Surprise Round. If you can, use
Greater Invisibility, to inflict more than one hit. It will also quickly stack
Arcane Acuity - Grouping enemies and using
Horde Breaker +
Horde Breaker Follow-Up (Melee) is your main source of damage.ββ It will also benefit a lot from your spells and effects. - Use guaranteed crit effects to your advantage,
Craterflesh Gloves gloves can trigger
Mortal Reminder many times which will almost always guarantee a
Frightened effect. - Always use
Minor Illusion or if you go illithid,
Black Hole to get use of your
Horde Breaker, control spells and especially
Mortal Reminder. Grouping enemies is your biggest advantage. - Use heavy damage spells like
Bestow Curse: Additional Damage or
Hex to deal additional damage which will be devastating with your crits and damage riding effects, especially on
Rat Bat. - Use
Booming Blade when not utilizing
Horde Breaker to inflict extra thunder damage. - Be careful of
Resonance Stone effects. If you fight Illithid enemies, 90% of them will use psychic damage and could be lethal to you and your party. - Try to maintain the initiative,
Resonance Stone will apply a
Disadvantage on mental rolls, so either have someone
Counterspellβ or kill them before they can cast a spell.
Maximizing the build - Abilities, Illithid, Consumables
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 will want to get +1 Charisma if you pick this choice. - Feat - Ability Improvement - +2 Charisma
- Act 3 - Mirror of Loss - pick +2 Charisma, it also has a hidden +1 Charisma that's entirely up to player luck..
This will allow you to reach 22 natural Charisma. If you're lucky enough even without
Auntie Ethel's Boon.
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 | Can help to kill an enemy faster if it is left with a few HP. | |
| Elite | Especially helpful since you're a Charisma class, boosting your proficiencie even more. | |
| 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. | |
| Base | With a reaction you can deal chip damage to a caster or be used as an elimination tool to kill lower health targets, it also works great with |
|
| Elite | Thanks to |
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.
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 |
|
| Another buff granting |
|
| Due to this potion granting the effect of Short Rest it will also reset your used spell slots, very big value. |
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 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 ONLY to throw/shove small/humanoid enemies to chasms or from high places. |
Conclusion and Credits
Thank you for reading the GOOLock - Hunter build for Baldur's Gate 3. I hope you enjoyed it.
Special thanks to Quag, Machina, MrTwinsanity from Larian Studios BG3 discord for backing up the 9/3 split.
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