This is the Non-Carry version of the Fighter / The Hexblade multiclass. Use this version when your limited permanent story power is going onto another character, or when you want a second Fighter / The Hexblade frontliner without taking priority buffs away from the main carry.
Alternatively recommended companions for this version are Lae’zel or Karlach. Both fit the martial early game cleanly and can transition into the final setup without awkward roleplay or origin-specific assumptions. As a custom character I recommend creating an Half-Orc for the effects of Savage Attacks, Relentless Endurance and Darkvision with the Soldier background.
Whether your goal is a build with a shield or a weapon in your offhand, you want to either choose Duelling or Defence as your Fighting Style. Note that there are offhand weapons that might be worth choosing over the 2 extra damage through Duelling (through effects), but consider the reduced AC compared to wearing a shield. Make a decision depending on what offhand weapons you have to spare considering your other companions.
Do not route one-time permanent carry buffs into this character by default. The point of this page is to keep this character strong through class features, item routing, and support setup while the true party carry receives the permanent power.
For the first five levels, play as a Fighter with a practical Strength and Constitution focus. This is smoother than forcing the final Charisma-based package before Shadow Blade Ring and the supporting gear are available.
Eldritch Knight is the cleanest early Fighter subclass if you want early access to Booming Blade. Battle Master is also fine if you prefer stronger generic weapon control before the respecialization. In either case, reach Extra Attack at Fighter level 5 before changing into the final multiclass structure.
After the important early and midgame item breakpoints, respecialize with Withers at the Campsite. From that point onward, summon or equip Shadow Blade, bind it with Bind Hexed Weapon, and attack with Booming Blade whenever the cantrip value matters.
Booming Blade becomes much more important after character level 5 and character level 11. At level 5 it adds direct Thunder damage to the initial weapon hit, not only movement punishment; at level 11 both the direct hit and movement damage scale again.
Moonrise Towers: Potion of Everlasting Vigour should normally be reserved for the party’s actual carry or a dedicated Strength-based character. Do not spend it on this Non-Carry version unless your party has no better recipient.
Wyrm’s Rock Fortress: Helldusk Boots are a high-end mobility and defense option. Be careful with timing around Gortash, because entering restricted areas can change the fortress state.
Phalar Aluve — excellent Act One bridge weapon and party utility tool.
Knife of the Undermountain King — strong crit-support weapon or backup option before the final Shadow Blade setup is stable. You can also use it as alternative offhand weapon for its effects.
Shadow Blade Ring can be unequipped after summoning Shadow Blade. However, unequipping the ring can still break the character’s current Concentration spell while the blade is summoned, so do not do this on a character maintaining an important Concentration effect.
Shadow Blade Ring has inventory-related bugs that can allow transferred or persistent blades. Treat those as bugs, not as assumptions for the build, because they may change in future hotfixes.