
Archfey Warlock Build - Baldur's Gate 3 (BG3)
Contents
The Archfey - sneaky Feylock Assassin
The idea of this build is to utilize the Rogue + Assassin's subclass features like
Expertiseβ,
Assassinate: Ambush and
Assassinate: Initiative with 7 Warlock Archfey's
Misty Escape with spells like
Greater Invisibility and previously mentioned
Shadow Blade to absolutely melt your enemies.
Thanks to guaranteed crits on
Surprised targets you can combine equipment/items like
Bhaalist Armour,
Resonance Stone,
Craterflesh Gloves and
Vicious Shortbow for some absolutely devastating melee swings.
If you want to fully use Archfey Warlock's features we'll have to lean into an approach of
Arcane Acuity as some of the features require high spell save DC to use them to a full extent.
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
So this is the core of the build that you will use the most:
9 Archfey Warlock
- Warlock Spellslots that reset on short rest.
- βAbility to make your enemies
Charmedββ or
Frightenedβ due to
Fey Presence - 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 an extra attack via the
Pact of the Bladeβ pact. - Have an easy way to escape after taking damage thanks to
Misty Escape. - Unique spell list like
Plant Growth,
Greater Invisibility,
Dominate Person and many more
3 Rogue Assassin
Expertiseβ which can furthermore boost our skill proficiencies; in this build's case - Stealth.
Sneak Attackβ which will boost our damage when we have an
Advantage.- Bonus action
Cunning Action: Dash,
Cunning Action: Disengage,
Cunning Action: Hide which can help a lot in and outside combat.
Assassin's Alacrity thanks to this, we can freely attack before combat starts and regain our used action economy points, allowing us to easily to surprise our enemies.
Assassinate: Ambush which will make every successful attack on
Surprised targets critical, easily doubling our damage dice.
Assassinate: Initiative which will give us
Advantage on attack rolls against creatures which haven't taken a turn yet; That works perfectly with
Sneak Attack,
Surprisedβ enemies and targets that act after you in combat.
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 |
|---|---|
|
Mono 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.
You can start with this setup from the early levels thanks to
Shadow Blade available at level 3. There are very good 2 handed weapons like
Svartlebee's Woundseeker,
Jorgoral's Greatsword,
Unseen Menace and many more but in this build I will focus on the
Shadow Blade as it is finesse weapon and those are a must for
Sneak Attack to work.
| Level | Class | Selection |
|---|---|---|
| 1 | Warlock 1 | Cantrips: |
| Subclass: The Archfeyβ | ||
| Spells: |
||
| STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
| Skills: Stealth (Background dependant),Deception, Intimidation | ||
| 2 | Warlock 2 | Spells: |
| Eldritch Invocations: |
||
| 3 | Warlock 3 | Spells: |
| Pact Boon: |
||
| 4 | Warlock 4 | Cantrips: |
| Spells: |
||
| Feat: |
||
| 5 | Warlock 5 |
Spells: |
| Eldritch Invocations: |
||
| Replace Spell: |
||
| 6 | Rogue 1 | Skills: Stealth, Persuasion/Deception, Sleight of hand |
| 7 | Rogue 2 | Cunning Actions |
| 8 | Rogue 3 | Subclass: Assassin |
| 9 | Warlock 6 | Spells: |
| 10 | Warlock 7 | Spells: |
| Eldritch Invocations: |
||
| 11 | Warlock 8 | Spells: β |
| Feat: βAbility Score Improvement +2 Charisma | ||
| 12 | Warlock 9 | Spells: |
| 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.
Piercing Damage
| Synergetic Builds | Enabler | Description |
|---|---|---|
| For the late game, you can use |
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 |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Feylock build. Some of these choices are impactful as you cannot respec them.
Origins and Characters
| Origin | Features | Description |
|---|---|---|
|
On top of already being a Rogue, in Act 3, Astarion can obtain the |
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Specifically for the Feylock build, they will give important armor proficiencies or advantages on the melee damage dealer archetype.
| Race | Features | Description |
|---|---|---|
Drow |
|
All three choices offer you access to a free |
Asmodeus Tiefling |
|
|
Drow Half-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 Archfey |
|
| Features | |
| Allows us to make enemies |
|
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 |
|
| 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.
| 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: 20869
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 Feylock 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 |
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 then use Short Rest to restore spell slots, and go into a fight with maximum preparation.
You can also take
Minions of Chaosβ at later levels and cast
Conjure Elementalβ. This minion stays until Long Rest, so it will also help with this setup. Your options depend on what you choose.
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 |
|---|---|
| Main weapon in the build that deals a lot of damage for level 3. It also scales with the spellslot upcast and psychic damage is rarely resistant, making it a very dangerous 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. |
Pact Boon
| Boon | Description |
|---|---|
| Will allow us to make our |
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 at level 3.
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
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 |
|
| 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 as its a NON-concentration big AoE slowing zone that will work perfectly with your |
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.
Level 6 - 5 Warlock 1 Rogue Multiclass
You can keep playing Archfey Warlock until level 7; That way you'll keep level 4 spell slots and spells, then at level 8 respec into 5 Warlock -> 3 Assassin then keep leveling Warlock.
So, now in the level-up screen, you can start multiclassing. We're dipping into Rogue for:
Sneak Attack
Expertise- Cunning actions
- Assassin subclass features
Here's a guide how to multiclass:
Class
| Overview | |
|---|---|
Rogue |
|
| Features | |
| β |
This can be exploited with weapon attacks for an additional 1d6 damage once per turn. Be sure to have an |
| This can be exploited with weapon attacks for an additional 1d6 damage once per turn. Be sure to have an |
|
Skill proficiencies
Any pick is okay although I recommend:
- Stealth - perfect pick for this build.
- Any Charisma related skill
- Sleight of Hand - if you need a dedicated lockpicker or trap disarmer.
Correctly using Sneak Attack
So the main feature of Rogue is
Sneak Attackββ which is enabled from the first level. In the early game, this is an excellent source of additional damage, especially if you land a critical hit. However, it does get phased out in the latter part of the game.
The main thing to know is that you can use the Reaction window to enable it on hit. This means that you can use your offhand bonus action attack to activate it, instead of using the action itself on the main hand.

So with this, you will be asked if you want the additional Sneak Attack damage when using normal attacks. However, this can lead to easily miss the activation and it is an important damage source on each turn. So here are the ways that enable the sneak attack:
- You have to use a Finesse weapon - dagger, shortsword, or ranged weapons like bows.
- Have an
Advantage like
Proneβ, being invisible, being hidden, etc. - Having an ally close to the enemy circumvents the
Advantage requirement.
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 - 5 Warlock 2 Rogue
This level does not give any flashy moves, however, it unlocks cunning actions. These are similar to normal actions but instead of using Action Points, use Bonus actions. So in the same turn, you can attack and use them:
| Action | Description |
|---|---|
| Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location. Probably the most important. Now you can start sneaking using Bonus action and then use Sneak Attack at the same turn | |
| Cover more distance this turn: double your movement speed. | |
| Retreat safely: moving won't provoke Opportunity Attacks. |
Level 8 - 5 Warlock 3 Rogue
| Overview | |
|---|---|
Assassin |
|
| Features | |
| You are deadliest against unprepared enemies. In combat, you have an |
|
| Any successful Attack Roll against a Surprised creature is a Critical Hit. | |
| Quick as an alley cat in a rain-dark city, you immediately restore your action and bonus action at the start of combat. | |
From this point we keep leveling Warlock until level 12.
Stealth Basics
Stealth is used to remain undetected while using
Hideβ/
Cunning Action: Hideβ within the line of sight of non-allied creatures. If a hiding character enters a non-allied creature's line of sight and is:
- In a
Clear Area or within melee range, they are spotted immediately, without a Stealth check. - In, a Stealth check is made every turn, or every 6 seconds outside turn-based mode. The DC is the other creature's passive Perception
Heavily Obscured a Stealth check is not made.
Many creatures have a hidden
Darkvision passive, and in this range it will be treated as below:
Lightly Obscured creatures count as being in a
Clear Area instead.
Heavily Obscured creatures count as being
Lightly Obscured instead.
For more information you can check the stealth guide and INSPECT YOUR ENEMIES !
Level 9 - Warlock 6
The level unlocks some nice features:
| Feature | Description |
|---|---|
| Upon taking damage you can teleport to a safe spot and gain |
Spells
| Spells | 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 if you mess something up or rolls are against you. |
Level 10 - 7 Warlock
Spells
| Spells | Description |
|---|---|
| Great spell that will work perfectly with our Assassin features and overall boost our combat flow due to how we can attack as long as we pass a Stealth check. |
Eldritch Invocations
| Invocations | Description |
|---|---|
| Good spell that will work very well with your |
How does Greater Invisibility work ?
The Stealth check difficulty for this spell starts at 15 and increases with the number of successes, with the exact scaling determined by difficulty. What does it mean ?
Below Honour (Tactician - Balanced - Explorer) it's calculated as : DC=15+(number of previous successful Stealth checks)
On Honour mode difficulty it's calculated as : DC=15+(number of previous successful Stealth checks)^2
This means that this strategy on Honour mode will be nerfed but still able to work. To our assisstance comes the
Darknessβ strategy as it works the same both in Honour and below it. Thanks to Rogue's
Cunning Action: Hide we can utilize it easily.
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
| Feat | Description |
|---|---|
| Ability Improvement - +2 Charisma | Another option is improving your Charisma, which is beneficial for your attacks, |
| Allows to re-roll damage dice for melee weapons for a higher result. |
Level 12 - 9 Warlock
Level 5 spell slots are unlocked with some additional invocations:
Spells
| Spells | Description |
|---|---|
| Hold Monsterβ is a counterpart to |
Eldritch Invocations
For now, I think the build has everything covered. So feel free to pick anything of interest:
| Invocations | Description |
|---|---|
|
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: 20869
Mode: Full Equipment
Sets: Act 1, Act 1.5
Act 2
The main goal for this act is to obtain the
Resonance Stone, which is available pretty late. So don't be in a hurry and enjoy all the stuff that you can encounter here.
Build ID: 20869
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: 20869
Mode: Full Equipment
Sets: Act 3
Build Mechanics
In this section, I would like to dive deep into how to play the Feylock. 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.
How do crits, vulnerability and resistances work
Since we're dipping into Assassin Rogue who guarantees our crits on
Surprisedβ and we get our 2d6
Sneak Attack we might expand how those work. Throughout the game you can see a lot of items that can enhance your damage by d4, d6, d8 etc. and items that increase it by flat amount like
Caustic Band. Critical strikes make it so grand majority of your damage from items that increase it by some kind of dice (like d6) gets doubled, while flat numbers stay the same (1d6 turns into 2d6 while 2 stays as 2).
This means that thanks to guaranteed Assassin crits a lot of our damage enhancing actions, effects and items will have a great power up. You are able to check the math chart in the Maximizing section down below.
Vulnerability is also another mechanic that enhances our damage AND stacks with crits; it makes it so a target takes twice the amount of damage from a certain damage type. Let's theorize our enemy has a Vulnerability to fire and acid and we crit them while using
Helldusk Gloves and
Caustic Band.
The
Helldusk Gloves deal an initial damage of 1d6 which turns into -> 2d6 on crit which also turns into -> 4d6 Vulnerability
The
Caustic Band deals an initial damage of 2 acid -> which turns into 2 on crit which turns into -> 4 damage from Vulnerability
You can check if a target is Vulnerable (red arrow), Resistant (white/blue arrow) or Immune (yellow outline) by inspecting an enemy.

Vulnerability: Means that the target takes 100% more damage from a given damage type. Making an already resistant target vulnerable to a certain damage type will make them take normal damage instead.
Resistance: White arrow means that the target takes reduced Non-Magical damage by 50%. Blue arrow indicates that the target takes reduced Magical damage by 50%.
Immunity: Means that the target is completely immune to the given damage type.
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
Drakethroat Glaive
How to surprise easily
Rules of how to make a target
Surprisedβ in most instances is:
- Use
Cunning Action: Hideβ or
Hideβ to put the entire party into stealth, including pets. - The ambusher must initiate combat from within line of sight of the enemy.
- You mustn't kill an enemy if you want to surprise everyone, because it wont surprise other foes unless it's from
Greater Invisibility or
Darknessβ and similar sources. - The most reliable way to surprise an enemy is to become
Invisibleβ and attack them, this invisibility can come from any source. The easiest one is the Duergar's level 5
Invisibilityβ or
Invisibilityβ from Shovel
Scroll of Summon Quasit - If the attack type (melee, ranged, spell) works, it does not matter whether it hits or misses.
Shovel can be found here in Act 1.
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.
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.
Arcane acuity
So the core aspect is being able to build your
Arcane Acuityβ both during your turn and outside of it to use control spells or Fey features. It will greatly increase your spell potency. Quickly stacking
Arcane Acuity will make your control spells like
Hold Monster or
Hold Personβ almost guaranteed to hit. Having
Cunning Action: Hideβ with
Devil's Sightβ and
Darknessβ or
Greater Invisibilityβ will allow us to stack acuity as long as we succeed the stealth checks; This can even lead up to stacking the maximum amount of 10 stacks of
Arcane Acuity.
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
- lways
Bind Hexed Weaponβ after a long rest. - Your early DC spells will have low hit chance, always use them around 65% and above.
- Use your
Fey Presence in groups as it has a pretty respectable range. - 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.
Shadow Blade has a lot of early damage and an easy way to get
Advantage. Don't forget to use
Bind Hexed Weaponβ for extra bonuses and Charisma scaling- Use
Darknessβ +
Devil's Sightβ if you have it 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. It's also exceptional with
Plant Growth
Plant Growth isn't a
Concentration spell so remember you can use it even with
Greater Invisibility- Your
Misty Escape is once per short rest and it may break your spell
Concentration so use it very smart. - If it's possible and you see an encounter incoming,
Minor Illusion is a very powerful option to lure enemies into one place. - Remember about using
Booming Blade and
Sneak Attack as you can use both. Just remember to check
Sneak Attack in the reaction tab in-game. - Your out of combat potency can quickly stack
Arcane Acuity - Approach the combat area alone in stealth or much better invisible. attack the first enemy, and initiate the combat then you can then let your allies join in combat as all of you get a free round to attack.
- Use your cunning actions so your advantage as they allow a lot of various plays like chasing an enemy, running away from archers or melees, hiding and breaking enemy AI and many more.
Assassinate: Initiative gives easy
Advantage versus creatures that haven't had their turn yet and given how high your initiative can be or using
Assassin's Alacrityβ well gives you easy hit chance and opportunity to use
Sneak Attackβ with our
Shadow Blade. - Use your
Greater Invisibility with your high potential Stealth score to eliminate enemies before the combat even starts, this combined with
Shadow Blade and
Resonance Stone will be able to even oneshot some foes. - If using
Strange Conduit Ring apply Concentration spells like
Expeditious Retreatβ,
Hexβ or
Magic Weapon
- 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 - Use guaranteed crit effects to your advantage,
Craterflesh Gloves,
Vicious Shortbow,
Shadow Blade will absolutely tear through enemy hp bars - Always use
Minor Illusion or if you go illithid,
Black Hole to eliminate foes then be able to follow it up with your hard CC spells like
Hunger of Hadar,
Plant Growth and so on. - Remember about using
Booming Blade and
Sneak Attack as you can use both. Just remember to check
Sneak Attack in the reaction tab in-game. This with guaranteed crits and
Resonance Stone/
Bhaalist Armour gives us a free 4d8 + 4d6 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
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
Assassin features and damage effects
I will be using the equipment from Act 3 section. and best possible optimization of the build we can achieve (like 22 Charisma);
Horns of the Berserker - 2 damage; it's also a damage rider source which means it's damage can repeat
Bhaalist Armour - Vulnerability to piercing damage
Craterflesh Gloves - 2d6 damage; it's also a damage rider source which means it's damage can repeat
Vicious Shortbow - stat stick that provides 7 damage on crit -> 14 damage due to
Bhaalist Armour
Shadow Blade upcast to level 5 -> 4d8 damage -> 8d8 damage due to crit -> 16d8 damage due to
Resonance Stone
Dolor Amarus - off hand stat stick 7 damage on crit -> 14 damage due to
Bhaalist Armour/
Resonance Stone; also stacks on multiple damage riders
Broodmother's Revenge - 1d6 damage -> 2d6 damage on crit
Shadow-Cloaked Ring - 1d4 damage -> 2d4 damage on crit -> 4d4 damage on vulnerability due to
Bhaalist Armour/
Resonance Stone
Strange Conduit Ring - 1d4 damage -> 2d4 damage on crit -> 4d4 damage on vulnerability due to
Resonance Stone
Resonance Stone - provide vulnerability to Psychic damage
Hexβ - 1d6 damage -> 2d6 damage on crit; it's also a damage jockey - meaning it can repeat it damage and is mostly associated with an Attack Roll.
Psionic Overloadβ - 1d4 damage -> 2d4 damage on crit -> 4d4 damage on vulnerability due to
Resonance Stone
Booming Bladeβ - 2d8 damage -> 4d8 damage on crit
Sneak Attack 2d6 (level 3 rogue) -> 4d6 damage on crit -> 8d6 damage on vulnerability due to
Bhaalist Armour/
Resonance Stone
All of these effects combined you'll be able to deal over 199 damage with just 1 swing. Excluding effects that need refreshing like
Sneak Attack or
Broodmother's Revenge or that require you to consume
Mind Flayer Parasite Specimen you'll still be able to deal hundreds of damage.
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.
- Act 3 - Mirror of Loss - Patriar's Memory, additional +1 Charisma, to counteract
Auntie Ethel's Hair if it was skipped in Act 1
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 proficiencies even more. | |
| Elite | Remove the cost of spell slots or charges. | |
| Elite | Very powerful spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. | |
| Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a |
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, | |
| 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. | |
| 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 the Feylock 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
This Archfey warlock build heavily focuses on easy stealth and big damage damage. Your various invisibility and forms of control through fear and charm will leave enemies vulnerable. Thanks to
Shadow Bladeβ and maximizes Charisma as a single stat, both for weapon attacks and spellcasting you'll have a good party face and damage dealer. For any questions I heavily urge to ask. I hope you enjoyed reading it.
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