Hexblade |
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Initial Hexblade Features |
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Inherited Warlock Features |
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Hexblade is a Subclass of Warlock in Baldur's Gate 3. As a Hexblade Warlock, you have formed a pact with an entity from the Shadowfell. Hexblade Warlocks can curse enemies and control them, raise the spirits from a corpse of enemies such as constructs or giant blobs, and even summon an entity that can deal necrotic damage. The Primary Ability of the Warlock class is Charisma, their saving throw proficiencies are Wisdom & Charisma and they have a Hit Dice of 1d8. They have proficiency with Simple weapons and Light Armour.
You have made your pact with a mysterious entity from the Shadowfell - a force that mainfests in sentient magic weapons carved from the stuff of shadow.
BG3 Warlock Class Features
HIT POINTS
- Hit Points at 1st Level: 8+ Constitution modifier
- Hit Points at Higher Levels: 5 + Constitution modifier
PROFICIENCIES
- Armour: Light Armour, Medium Armour, Shields
- Weapons: Simple, Martial, Spears, Pikes, Halberds, Glaives
- Saving Throws: Wisdom, Charisma
- Skills: Choose any 2 Skills from - Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
EQUIPMENT
PACT MAGIC
- Cantrips: Choose 2 Cantrips
- Spell Slots: 1 Level 1 Slot
UNIQUE FEATURE
BG3 Warlock Features Progression
- Level 1 - Subclass (The Fiend, The Great Old One, The Archfey)
- Level 2 - Pick 2 Eldritch Invocations (Class Features)
- Level 3 - Pick 1 of the 3 Pact Boon available. Pact of the Chain, Pact of the Blade, and Pact of the Tome.
- Level 4 - Feat - Choose one from the Feats list
- Level 5 - Deepened Pact (Class Features)
- Level 5 - Pick 1 Eldritch Invocations (Class Features)
- Level 7 - Pick 1 Eldritch Invocations (Class Features)
- Level 8 - Feat - Choose one from the Feats list
- Level 9 - Pick 1 Eldritch Invocations (Class Features)
- Level 11 - Mystic Arcanum - Pick 1 Level 6 Spell (Class Feature)
- Level 12 - Pick 1 Eldritch Invocations (Class Features)
- Level 12 - Feat - Choose one from the Feats list
BG3 Hexblade Features Progression
Level 1
- Gain Martial Weapons, Medium armour and Shields Proficiency
- Bind Hexed Weapon: Bind to your main hand weapon. Its damage becomes magical, you cannot drop or throw it, and you become Proficient with it if you weren't already. When you attack with this weapon, there is a chance that Hexblade's Curse will be applied to the target. You can only have 1 pact weapon at any time and it uses your Charisma modifier. The weapon returns to its previous state if you are more than 1.5m away from it for more than 10 turns.
- Hexblade's Curse: Curse a target. Your damage rolls against the target gain a bonus equal to their Proficiency bonus. The number you need to roll a Critical Hit while attacking the target is also reduced by 1. If the target dies, you regain 4 hit points.
- Expanded Spell List: Shield, Wrathful Smite
Level 3
- Expanded Spell List: Branding Smite, Blur
Level 5
- Extra Attack
- Expanded Spell List: Blink, Elemental Weapon
Level 6
- Accursed Spectre: When you or an ally within 18m slay a creature a creature that is afflicted with Hexblade's Curse, you can raise an Accursed Spectre that will fight alongside you for a short period of time.
Level 7
- Expanded Spell List: Phantasmal Killer, Staggering Smite
Level 9
- Expanded Spell List: Banishing Smite (Ranged), Cone of Cold
Level 10
- Armour of Hexes: When a creature you cursed with Hexblade's Curse attacks you, potentially nullify the attack as a reaction. This has a 50% chance of succeeding.
BG3 Warlock Spell Slots
| Warlock Level | Cantrips Known | Spell Slots | Spell Slot Level |
| Level 1 Warlock | 2 | 1 | 1st |
| Level 2 Warlock | 2 | 2 | 1st |
| Level 3 Warlock | 2 | 2 | 2nd |
| Level 4 Warlock | 3 | 2 | 2nd |
| Level 5 Warlock | 3 | 2 | 3rd |
| Level 6 Warlock | 3 | 2 | 3rd |
| Level 7 Warlock | 3 | 2 | 4th |
| Level 8 Warlock | 3 | 2 | 4th |
| Level 9 Warlock | 3 | 2 | 5th |
| Level 10 Warlock | 4 | 2 | 5th |
| Level 11 Warlock | 4 | 3 | 5th |
| Level 12 Warlock | 4 | 3 | 5th |
Hexblade Tips & Builds
- The Hexblade subclass will be added in Patch 8.
- Notes, Builds, and other tips go here
All Warlock Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Warlock Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Abjuration | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Necromancy |
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Cantrip | Evocation |
Conjure beam(s) of crackling energy.
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Cantrip | Enchantment |
Gain Advantage on Charisma Checks against a non-hostile creature.
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Cantrip | Conjuration | Create a spectral hand that can manipulate and interact with objects.
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Cantrip | Illusion | Create an illusion that compels nearby creatures to investigate. 10 turns
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Cantrip | Conjuration |
Project a puff of noxious gas.
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Cantrip | Divination |
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Lvl 1 | Abjuration | Action Level 1 Warlock Spell Slot |
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Lvl 1 | Conjuration | Action Level 1 Warlock Spell Slot |
Prevents targets from using reactions. One Save: Targets still take half damage but are able to use reactions.
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Lvl 1 | Evocation | Action Level 1 Warlock Spell Slot |
Each flammable target is hit with 3~18 Fire damage. On Save: Targets still take half damage.
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Lvl 1 | Enchantment | Action Level 1 Warlock Spell Slot |
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
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Lvl 1 | Enchantment | Action Level 1 Warlock Spell Slot |
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
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Lvl 1 | Enchantment | Action Level 1 Warlock Spell Slot |
Inflicts Frightened (2) Frighten a creature: it will be easier to hit and cannot move. On Save: Target still takes half damage.
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Lvl 1 | Transmutation | Bonus Action Level 1 Warlock Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends.
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Lvl 1 | Evocation | Action Level 1 Warlock Spell Slot |
All targets within the light turn visible, and Attack Rolls against them have Advantage.
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Lvl 1 | Evocation | Level 1 Warlock Spell Slot |
2~20 Damage React to your next attacker with flames that deal 2~20 Fire damage. On Save: Target still takes half damage.
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Lvl 1 | Enchantment | Bonus Action Level 1 Warlock Spell Slot |
1~6 Damage Curse a creature so it takes additional damage whenever you attack it and to inflic Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends. you can Hex a new creature without expending a spell slot. |
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Lvl 1 | Abjuration | Action Level 1 Warlock Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elements, fey, fiends, and undead.
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Lvl 1 | Enchantment | Action Level 1 Warlock Spell Slot |
Put creatures into a magical slumber. Select targets up to a combines 24 hit points.
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Lvl 1 | Enchantment | Action Level 1 Warlock Spell Slot |
Leaves a creature Prone with laughter, without the ability to get up.
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Lvl 1 | Evocation | Action Level 1 Warlock Spell Slot |
1~12 Damage
Link yourself to a target with a bolt of lightning. Deal an additional 1~12 Lightning damage each turn by activating it.
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Lvl 2 | Necromancy | Action Level 2 Warlock Spell Slot |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
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Lvl 2 | Enchantment | Action Level 2 Warlock Spell Slot |
Humanoids can't be Charmed, Frightened, or become enraged.
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Lvl 2 | Conjuration | Action Level 2 Warlock Spell Slot |
4~16 Damage
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Lvl 2 | Enchantment | Action Level 2 Warlock Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
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Lvl 2 | Evocation | Action Level 2 Warlock Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. |
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Lvl 2 | Divination | Action Level 2 Warlock Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them.
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Lvl 2 | Enchantment |
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Reduce a creature's peripheral vision and make it look at you. 10 mins
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Lvl 2 | Enchantment | Action Level 2 Warlock Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
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Lvl 2 | Illusion | Action Level 2 Warlock Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.
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Lvl 2 | Illusion | Action Level 2 Warlock Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3 |
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Lvl 2 | Conjuration | Bonus Action Level 2 Warlock Spell Slot |
Surround by silver mist, you teleport to an unoccupied space you can see.
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Lvl 2 | Necromancy | Action Level 2 Warlock Spell Slot |
Weaken a foe; they deal half damage with weapon attacks using Strength.
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Lvl 2 | Evocation | Action Level 2 Warlock Spell Slot |
6~36 Damage
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Lvl 2 | Evocation | Action Level 2 Warlock Spell Slot |
3~24 Damage
On Save: Targets still take half damage. |
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Lvl 2 | Illusion | Action Level 2 Warlock Spell Slot |
1~6 Damage
Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered.
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Lvl 3 | Necromancy | Action Level 3 Warlock Spell Slot |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.
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Lvl 3 | Transmutation | Action Level 3 Warlock Spell Slot |
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. |
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Lvl 3 | Abjuration | Reaction Level 3 Warlock Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd Level or lower. If it is higher, you must succeed a Check to nullify it, the difficulty of which is based on the spell's Level.
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Lvl 3 | Illusion | Action Level 3 Warlock Spell Slot |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move.
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Lvl 3 | Evocation | Action Level 3 Warlock Spell Slot |
8~48 Damage
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage.
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Lvl 3 | Transmutation | Action Level 3 Warlock Spell Slot |
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
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Lvl 3 | Transmutation | Action Level 3 Warlock Spell Slot |
Bestow the ability to Fly upon yourself or an ally.
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Lvl 3 | Conjuration | Action Level 3 Warlock Spell Slot |
4~24 Damage
Creatures within this black sphere are Blinded and take damage at the end of their turn and the start of their turn.
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Lvl 3 | Conjuration | Action Level 3 Warlock Spell Slot |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act.
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Lvl 3 | Transmutation | Action Level 3 Warlock Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered. 20 turns
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Lvl 3 | Abjuration | Action Level 3 Warlock Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it.
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Lvl 3 | Transmutation | Action Level 3 Warlock Spell Slot |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.
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Lvl 3 | Conjuration | Action Level 3 Warlock Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions.
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Lvl 3 | Necromancy | Action Level 3 Warlock Spell Slot |
3~18 Damage
Touch an enemy to siphon their life force and regain half as many hit points.
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Lvl 4 | Abjuration | Action Level 4 Warlock Spell Slot |
Temporarily Banish your target to another plane of existence.
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Lvl 4 | Necromancy | Action Level 4 Warlock Spell Slot |
8~64 Damage
Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of fall the damage if they succeed the roll. On Save: Target still takes half damage.
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Lvl 4 | Conjuration | Action Level 4 Warlock Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
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Lvl 4 | Enchantment | Action Level 4 Warlock Spell Slot |
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. |
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Lvl 4 | Conjuration | Action Level 4 Warlock Spell Slot |
3~18 Damage3d6 Tentacles sprout from the ground, turning the area into Diffucult Terrain, attacking and Smothering creatures within. 10 turns
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Lvl 4 | Evocation | Action Level 4 Warlock Spell Slot |
2d8 Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks. 10 turns |
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Lvl 4 | Illusion | Action Level 4 Warlock Spell Slot |
Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage.
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Lvl 4 | Evocation | Action Level 4 Warlock Spell Slot |
Create a blazing wall of fire, burning anyone who dares stand too close.
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Lvl 5 | Evocation | Action Level 5 Warlock Spell Slot |
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On Save: Targets still take half damage.
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Lvl 5 | Enchantment | Action Level 5 Warlock Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. |
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Lvl 5 | Evocation | Action Level 5 Warlock Spell Slot |
5d6 Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage.
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Lvl 5 | Enchantment | Action Level 5 Warlock Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lvl 5 | Illusion | Action Level 5 Warlock Spell Slot |
Disguise up to 4 members of your adventuring party.
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Lvl 5 | Transmutation | Action Level 5 Warlock Spell Slot |
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot.
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
Create two liked teleportation portals. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
8~48 Damage On Save: Targets still take half damage. |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Raise a corpse as a heinous mummy that fights by your side. |
All Warlock Spells Gallery
The Fiend Warlock Cantrips
The Fiend Warlock Lvl 1 Spells
The Fiend Warlock Lvl 2 Spells
The Fiend Warlock Lvl 3 Spells
The Fiend Warlock Lvl 4 Spells
Warlock Lvl 5 Spells
Warlock Lvl 6 Spells
Anonymousit doesn't get an extra attack anymore you have to take Pact of the Blade

AnonymousAh yes, it's the best Gish of 5e!
Do a quick buff, maybe lay down a Darkness or Hunger of Hadar, and poke away with a melee weapon of your choice.
Good Ole fashion Gish combat.
AnonymousTerrible tbh wouldn't recommend. The accursed spectre looks cool but does basically nothing most of the time, And it's spell list is ranger tier garbage. You're basically just playing base warlock with a terrible summon you can use sometimes.

AnonymousPerfect Death Knight class. Especially if you take Pact of the Tome to get additional zombies or ghouls, but if you want an extra attack, then you gotta take Pact of the Blade which kinda sucks imo because otherwise you only have one attack

AnonymousAlso if you think going full ELDRITCH BLAST is weaker than going full hexblade. Think again.
ELDRITCH BLAST is the strongest cantrip if you go deep in it.
You can make a build to cast 12 ELDRITCH BLAST on the first turn. Throwing people back. Dealing its damage + 2x charisma modifier on each ray, plus with critical chances from 100% on hold person people or just a 15 dice roll atack.
Also is a ranged atack, good to position people. Cantrip dont expend spell slot, and get +10 bonus on atack rolls from arcane acuity.
Is really strong.
Hexblade is also strong. But each one have the pros and cons.
AnonymousThe comment section here seems to dispute pact blade and hex blade with pact being more useful I think that pact blade is useful for the extra attacks but hex blade can do quite a bit of damage if you use the right strategy.
For instance the opponent inflicted with hex will receive a damage bonus. If you have devil's sight and have the hexblade or another party member cast darkness you will be able to use booming blade which makes your opponents lose life when they move and force them to move to find you or a way out. You could also cast plant growth or greese before you cast darkness and it will make the opponent escaping or leaving much harder. Meanwhile you can see and get a lot of extra damage with an advantage and an easier crit roll
AnonymousSorry im a little confused with the new hexblade sub. So I can have hex and pact of the blade at the same time? If so how would that benefit me if at all?

AnonymousDo you apply Hexblade's Curse based on chance? Do you use a bonus action when you hit to do so? Or the first one, AND you can just apply it to someone using a bonus action? If yes, does it cost a spellslot or any other resource?

AnonymousShadow Blade becomes a learnable arcane spell in patch 8, known by Warlocks and reputedly no longer needing concentration. It peaks at +4d8 psychic damage.

AnonymousSo they just chose this subclass to appease Paladins who only wanted a dip to get the CHA boost right?

AnonymousHey they're finally add hexblade. Oh wait it's already in game and call Pact of the Blade.

AnonymousSo, I understand that there is no point in using this subclass with the pact of the sword.

AnonymousDoes the hexblade extra attack stack with one of Pact of the Blade?






















































































People always whine about the spectres not appearing enough, but they don't realize that if a hexed enemy is killed, your hexblade gets healed for free even if the spectre doesn't appear, so it's very useful to keep getting heals during the combat. Combine that with False Life you can cast without any spell slots, ability to wear medium armor, Cloak of displacement for semi-permanent Blur and the "Tough" feat, and you get a mage character that is very difficult to kill.
Also if your hexblade warlock gets downed, but another party member kills a hexed enemy, you still get healed and it will return your downed character into play without having to waste spell slots or potions and bonus actions to heal them. It's extremely useful and fun.
And don't listen to people who think hexblade warlocks need to be multiclassed. You can have almost unbelievable damage output as a single class, by dual wielding the Shadow Blade (you get one upcasted Shadow Blade by casting the spell, and the other from Arabella's ring of shadow blade). Then combine it with resonance stone to give enemies psychic vulnerability and your damage gets doubled. Combine with the pact of the blade and you get double attack (while still retaining the bonus action to use your second offhand shadow blade). Combine with Booming Blade to add additional Thunder damage to the first attack. And your main blade can't get disarmed if you use the hexed weapon ability, so you don't have to worry about githyanki using their disarming attacks or heat metal.
And if you encounter enemies who have psychic resistance, you can always summon a greatsword using the hexblade ability, or just use banishing smite which should be enough to defeat most enemies if it hits
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