Hexblade Warrior Wyll Build – Baldur’s Gate 3 Patch 8

Wyll deserves better. Or, at the very least, he deserves to use his Warlock powers in order to use his melee weapons as well as he does in his introductory cutscene. And what better way to accomplish this than to realign his patronage with Mizora into his blade, which you can do by changing his Warlock subclass into the Hexblade, newly introduced in Patch 8!

This build will let Wyll lean into frontline combat far more, turning him from a ranged caster into a magic-powered bruiser, capable of dealing massive damage and inflicting devastating status effects while still having enough magical utility to control a battlefield. Out of combat, Wyll can use his Warlock Charisma in order to easily be a party face, giving him plenty of utility, whether you are playing him as an Origin Character or he is just one of your companions.


Because The Hexblade is a unique, melee-centric caster subclass, and because Warlocks in general are a bit more hardy than most casters, this build exists in order to turn Wyll into someone that can deal massive damage in melee (and endure hits in return). With more utility than most frontline fighters, thanks to his magic, this build will allow you to disable and then destroy enemies, all while keeping them off the backs of your other, squishier party members.

And, because Warlocks use Charisma to cast (and Hexblades use Charisma as their weapon modifier), Wyll is also excellent at the head of the party even in dialogues, as he can often talk potential enemies down (which also fits his characterization). The more forward action and likelihood to speak fits Wyll as a character better than his default Eldritch-Blast-based Fiend characterization, while keeping him as a Warlock so that his interactions with Mizora still make sense. If you are looking for a good, RP-friendly build to play Wyll using, look no further.

Here are the starting stats that you should select at the first level for Hexblade Warlock Wyll. Note that Wyll, as either an origin player character or a companion, will start with certain choices locked in (such as the Fiend subcalss), and so you will need to go to Withers in order to respect Wyll into a Hexblade Warlock with the following stats.

The reason for the above choices should be self explanatory, but let’s walk through them:

For abilities, Charisma should always be the highest for any Warlock, but especially any Hexblade (who can use Charisma not just to cast spells, but also as their weapon attack and damage modifier). The reason why we’ve set it to 17 instead of 16 is because we will be taking the Actor feat at Level 4, which will give Wyll 1 point in Charisma (bringing it to 18), as well as numerous other benefits. The other stats were chosen in order of importance, prioritizing Dexterity and Constitution as methods of increasing AC and HP, respectively, since Hexblade Wyll will need the extra durability now that he is in the front lines.

The Cantrips are selected because both give Wyll some useful bonuses to have in melee combat. Booming Blade is one of the best Warlock spells for a Hexblade, enhancing the damage against any target that moves on its following turn, and True Strike can make hitting enemies that much easier. Shield as an initial first-level spell is useful in order to give Wyll some defensive options against opponents he’s trying to hold down, and Wrathful Smite — like most of the Smite spells — is good enough to be a signature for any Hexblade Warlock.

Finally, the skill proficiencies are decided based on the idea that Wyll is going to be a party face, doing a lot of the talking for the group. Performance is selected because it will be important to get the boost from the Actor fear later, and Persuasion and Deception are avoided for now because Wyll is going to obtain them from the Beguiling Influence Eldritch Invocation that he unlocks at Level 2. As for choosing between Arcana, History, Investigation, or Nature: this decision should be up to you as the player, but we will say that Investigation is the skill that has the most associated checks (by a small margin).

At Level 2, we suggest selecting the following “Eldritch Invocations”, which you get two of. The first — Beguiling Influence — will give Wyll proficiency in Persuasion and Deception, letting him become a true party face that can easily engage in most dialogue, and the second — Armour of Shadows — gives a spell (that takes no spell slot) that can increase Wyll’s AC by 3, incredibly useful to keep him alive during tough battles.

Hellish Rebuke and Armour of Agathys are both powerful defensive options that can punish enemies that hit Wyll. As you increase in level, it might be good to replace these spells with more powerful ones on level up, but for now they are excellent choices.

None of the Pacts are particularly fantastic for a Hexblade, but the most thematically fitting is the Pact of the Blade, which does grant some additional utility to your existing Hexblade powers. That said, Pact of the Chain can be used to decent effect, simply because having any additional allies can provide good utility.

Hold Person is just a roundly useful spell that can be used in many circumstances to get the upper hand and to deal easy crits, making it a no-brainer.

At level 4, you get to select from the list of general feats. Our recommendation is somewhat unorthodox: Actor. This not only increases your Charisma — which is a Hexblade Warlock’s primary stat — but it also further raises Deception and Performance, the former of which is one of the most common skill checks in Baldur’s Gate 3.

Blade Ward and Branding Smite are obvious choices, both giving more optioins to melee-focused spellcasters.

At this Level, Wyll gets another Eldritch Invocation, and we begin to see one of the only drawbacks of the Hexblade Warlock: because so many of the Invocations are tailored to the typical “ranged spellcaster” style of most Warlocks, a lot of them are not incredibly useful to a Hexblade. The most useful, however, is Sign of Ill Omen, which can make targets easier to hit, more likely to miss, and help you deal additional damage to them.

Counterspell is one of the most broadly useful abilities in the game, letting you nullify dangerous magical foes, while Elemental Weapon is an obvious choice for any melee-based spellcaster, letting you capitalize on enemy weaknesses.

While the Accursed Spectre class feature is gained no matter what, it can be very useful to keep in mind. By strategically cursing and then slaying weaker enemies in any given combat, Wyll can end up summoning several allies that can then be used to “snowball” his power level against stronger foes.

Vampiric Touch is an absurdly strong spell that can help Wyll stay in the fight longer by siphoning HP.

At Level 7, you will get the choice between two powerful Eldritch Invocations. Dreadful Word can give Wyll access to Confusion, which can be useful if you find that Wyll is not your only melee frontline character, as it will allow him to weaken larger amounts of creatures while another front-liner helps him deal with them. If he is the only melee frontline character, though then Sculptor of Flesh will be more useful, as it will allow you to semi-permanently disable the toughest enemies in most encounters by Polymorphing them.

At this stage, it doesn’t make sense to do anything other than to take the Ability improvement feat in order to max out Wyll’s Charisma to 20 (at least from Feats). This will make his primary Ability modifier as powerful as it will get. If you have increased Wyll’s Charisma through some other method (such as from the Hag’s hair), then you should put the additional point into either Dexterity or Constitution.

Worth noting, this is also the level where we begin recommending a short list of spells, which you should choose from based on your preferences and build.

What you should obtain this level depends on your playstyle and party composition. If you are playing Wyll as a party face, engaging with most dialogues, then Mask of Many Faces will give you a chance to make use of your great Deception skill. If you do not have Grant Flight and don’t plan on getting it, then it is wise to get Otherworldly Leap in order to get some of that mobility.

All three Level 5 spells are great, though you should pick based on your party composition and playstyle. Banishing Smite is the best if you find yourself wishing Wyll had better ranged options, Cone of Cold is the best AoE spell that can devastate groups, and Hold Monster is the best for single targets that tend to overpower the party if left unchecked. If you find yourself wanting two, we recommend replacing Hellish Rebuke with one of them.

At Level 10, Hexblade Warlocks get the Armour of Hexes, which gives you a good reason to curse powerful, hard-hitting/accurate enemies, giving you the chance to avoid damage from their attacks as a reaction, which becomes very useful by the late game.

For Cantrips, there are several useful options, but we recommend Poison Spray or Eldritch Blast the most, with a slight edge to Poison Spray (mostly because Eldritch Blast benefits from a dedicated build). There is an argument to be made for Friends as well, if Wyll is truly the party face and you want to make sure you are succeeding endgame dialogue challenges with him.

For Spells, you should choose Dimension Door if you want your party to have more mobility and tactical options, and Phantasmal Killer if you just want more raw damage.

At this stage, you get access to a single Level 6 spell, the most powerful spell that you will ever get as a Warlock. You should be dealing plenty of damage with your normal abilities right now, and have a decent amount of mobility, meaning that you are left to decide between Eyebite, which will give you lots of options against wily foes, or Flesh to Stone, which will turn difficult foes to stone temporarily while you set up to take them on. Both are about equally valuable, so you should decide based on personal preference.

Most of the time, you should take whichever of the spells, Dimension Door or Phantasmal Killer, that you didn’t take last level. Some players may prefer Grant Flight, Blur, or Hunger of Hadar, however.

For your final Eldritch Invocation, Lifedrinker is such an obvious boon that, even as the last level capstone, it feels almost too powerful. For feats, you should choose between Savage Attacker — if you want more raw damage — or Martial Adept with Evasive Footwork and Precision Attack — if you want more options in combat.

For spells, you should have a good idea of what you need by Level 12, and it will hugely depend on what other niches your party covers, but we have given a few suggestions, most of which being utility spells that can cover bases in case other characters don’t.

The following equipment is presented by Act acquirable first and slot second, with the actual items in that slot being given in no particular order. An ideal build will try to acquire as much of the gear as possible, and to swap between the gear as different situations merit.

In general, we recommend high damage, status-effect-dealing weapons that can be wielded with two hands; high-AC medium armour; skill-boosting Helms, Gloves, and Boots; and rings and amulets that give powerful spells or effects.

  • Act 1:
    • Bound Weapon: Very Heavy Greataxe, Everburn Blade, Hamarhraft, Intransigent Warhammer, Sword of Justice
    • Secondary Hand: The Real Sparky Sparkswall
    • Helm: Diadem of Arcane Synergy, Haste Helm, Mask of the Shapeshifter, The Lifebringer, Dark Justiciar Mask
    • Clothing: Bloodguzzler Garb, Infernal Robe, The Protecty Sparkswall
    • Armour: Spidersilk Armour, Adamantine Scale Mail, Hedge Wanderer Armour, The Jolty Vest
    • Gloves: Bracers of Defence, Daredevil Gloves, Gloves of Baneful Striking, Gloves of Dexterity, Gloves of Power
    • Boots: Boots of Genial Striding, Disintegrating Night Walkers, The Watersparkers, The Speedy Lightfeet
    • Amulet: Amulet of Misty Step, Pearl of Power Amulet, Periapt of Wound Closure, Amulet of Lost Voices
    • Rings: Caustic Band, Crusher’s Ring, Ring of Absolute Force, Ring of Colour Spray, Strange Conduit Ring
  • Act 2:
    • Bound Weapon: Moonlight Glaive, Halberd of Vigilance, Blood-Bound Blade, Charge-Bound Warhammer
    • Secondary Hand: Absolute’s Protector, Sentinel Shield, Shield of Devotion
    • Helm: Circlet of Mental Anguish, Coldbrim Hat, Flawed Helldusk Helmet
    • Cloak: Cloak of Elemental Absorption, Vivacious Cloak
    • Armour: Bided Time, Potent Robe, Sharpened Snare Cuirass, Yuan-Ti Scale Mail
    • Gloves: Flawed Helldusk Gloves, Gloves of Battlemage’s Power, Swordmaster Gloves
    • Boots: Boots of Apparent Death
    • Amulet: Hammergrim Mist Amulet, Spellcrux Amulet, Surgeon’s Subjugation Amulet
    • Rings: Coruscation Ring, Killer’s Sweetheart, Ring of Geniality, Risky Ring
  • Act 3:
    • Bound Weapon: Vicious Battleaxe, Hellfire Greataxe, Sethan, Balduran’s Giantslayer, Blackguard’s Sword, Woe, Hammer of the Just
    • Secondary Hand: Abdel’s Trusted Shield, Shield of the Undevout, Viconia’s Walking Fortress
    • Helm: Birthright, Gibus of the Worshipful Servant, Jannath’s Hat, Mask of Soul Perception, Helm of Balduran
    • Cloak: Cloak of the Weave, Shade-Slayer Cloak
    • Armour: Robe of the Weave, Armour of Agility, Flame Enamelled Armour, Unwanted Masterwork Scalemail
    • Gloves: Bonespike Gloves, Gemini Gloves, Helldusk Gloves, Legacy of the Masters
    • Boots: Helldusk Boots, Tyrannical Jackboots
    • Amulet: Unflinching Protector Amulet, Amulet of Greater Health, Fey Semblance Amulet
    • Rings: Orphic Ring, Band of the Mystic Scoundrel, Ring Of Regeneration
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Graves
Graves

Graves is an avid writer, web designer, and gamer, with more ideas than he could hope to achieve in a lifetime. But, armed with a mug of coffee and an overactive imagination, he'll try. When he isn't working on a creative project, he is painting miniatures, reading cheesy sci-fi novels, or making music.

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