OP Hexblade Multiclass Build (Warlock + Berserker) for Baldur's Gate 3
This guide walks you step-by-step through building the surprisingly powerful Hexblade multiclass that pairs Warlock cantrip scaling with the raw melee output of a Barbarian — a combination many players call the Hex Rager. You’ll get a clear progression plan, recommended stats and feats, best-in-slot gear, spell and cantrip choices, combat rotations, party synergies, and endgame adjustments for higher difficulties and solo play. Everything here is written for maximum clarity and tuned for the practical realities of Baldur's Gate 3 encounters.
Follow this if you want a hybrid that:
Hits like a truck in melee while keeping reliable ranged and control options with eldritch blast and Warlock spells.
Uses Hexblade’s curse and Hex-related scaling to turn cantrips and weapon attacks into enormous effective damage.
Scales into mid- and late-game content without losing viability.
Throughout the guide I’ll emphasize the core SEO terms: Hexblade, Hexblade multiclass, Baldur’s Gate 3, Warlock Barbarian, OP build, and describe why this combo is uniquely strong.
Why this multiclass is unexpectedly OP
The reason the Hexblade + Barbarian pairing hits hard is simple: you combine reliable cantrip scaling and Hexblade features that let you use Charisma for weapon attacks with the Barbarian’s access to rage, extra attacks, and survivability. The result is a hybrid that benefits from both spellcasting and sustained melee pressure.
Key synergy points:
Hexblade allows weapon attacks to use Charisma, so you can invest in one offensive stat that benefits both spellcasting and attack rolls.
Barbarian rage boosts damage output, survivability, and number of attack actions per round.
Warlock cantrips like eldritch blast provide ranged options and scale with character level, giving consistent damage when not in melee.
Certain Warlock invocations and spell slots grant utility and burst potential that a pure Barbarian lacks.
This guide assumes you want a build that remains relevant from early playthroughs through the late game and that you care about both single-target burst and consistent damage across multiple fights.
Build concept and role
Role in party: Primary melee damage dealer with secondary ranged/caster utility. The Hex Rager works well as a frontliner who can also switch to ranged damage or control without swapping characters.
Playstyle: Aggressive and tactical. You position to maximize attack opportunities, apply Hexblade’s curse and hex effects, and use Warlock slots and invocations for utility (defensive hexes, mirror effects, or short teleport options if you pick certain invocations).
Strengths:
Massive single-target burst and reliable sustained DPS.
Versatile approach: switch between weapons, cantrips, and spells.
Good survivability from Barbarian's damage reduction and hit points.
Weaknesses:
Spellcasting depth is limited (short rest-based Warlock slots only).
Requires careful stat investment to optimize Charisma-based attacks while keeping enough physical durability.
Recommended race and background
Race choices strongly shape your early experience. Pick one that gives Charisma and a combat- or survivability-focused bonus.
Top picks:
Half-Elf (Charisma + versatile skill boosts) — excellent for social skills and party versatility.
Tiefling (Charisma + innate spell) — thematic with Warlock and gives some early magical utility.
Human (balanced) — good if you prefer flexible stat allocation and early access to feats in certain modes.
Background:
Soldier or Outlander for weapon proficiency and roleplay synergy.
Charlatan or Noble if you want to lean into Charisma and social gameplay.
Ability scores and character creation
This build uses Charisma as the primary offensive stat and Constitution/Strength (or Dexterity if using finesse weapons) for durability and attack accuracy where necessary.
Starting spread (standard array or point buy):
Charisma: 16 (primary; raise to 18 as soon as possible) — core stat, powers Hexblade scaling and many Warlock features.
Constitution: 14 (or 16 if you want extra HP) — keeps you alive in the front line.
Strength: 14 (if using heavy melee weapons); otherwise Dexterity 14 for finesse/speed.
Dexterity: 12 or 13 (balance initiative and AC).
Wisdom: 10
Intelligence: 8
Notes:
If your game allows Ability Score Improvements (ASIs) early, push Charisma to 20, then invest in Constitution or take defensive feats.
Consider a feat like Great Weapon Master for heavy-hitting two-handed weapons or Sentinel/Shield options if you want area control.
Class progression roadmap
You have a few credible paths to build the Hex Rager. Below is a practical and widely used route that balances Warlock features with Barbarian payoff.
Recommended split: Warlock 2 / Barbarian X
Level 1: Warlock 1 — take Hexblade patron; gain Hexblade's Curse and proficiency in medium armor (if the subclass grants) and Charisma-based weapon attacks.
Level 2: Warlock 2 — pick an invocations, take a cantrip (eldritch blast) and a first short-rest spell slot.
Levels 3–X: Switch to Barbarian, progressing to get Rage, Reckless Attack, Extra Attack, and high-level Barbarian features (up to level 6–10 depending on your preference).
Optional: Take additional Warlock levels at 5 or 7 for higher-level spell slots that recharge on short rests and stronger invocations.
Why Warlock 2 early:
You get invocations and eldritch blast, giving ranged reliability.
Hexblade origin features at Warlock 1 grant Charisma-to-attack flexibility and Hexblade’s curse for big single-target damage.
Barbarian focus:
Rage gives multiplicative damage boost and damage reduction.
Extra Attack (Barbarian 5) lets you deliver multiple hits while benefiting from Hexblade features.
Choose Berserker or Wildheart-style subclass (depending on BG3 subclass options) for maximum offensive output.
Feats and ability improvements
Prioritize as follows:
Raise Charisma to 20 (ASIs).
Raise Constitution to 16–18 for HP and concentration resilience.
Pick a combat feat depending on weapon choice:
Great Weapon Master (two-handed heavy): Massive damage spikes on criticals and low-hit finishes.
Polearm Master: Extra opportunity attacks and synergy with Sentinel.
Mobile: If you want more movement and hit-and-run play.
Defensive options: Resilient (Constitution) if you struggle with saves or Tough for raw HP.
Feats to consider later:
Sentinel for lock-down tactics.
Shield Master if you go sword-and-board support, though this conflicts with two-handed weapon picks.
Spells, cantrips, and invocations
Warlock spells are your utility and burst. Because Warlock slots recharge on a short rest, pick spells that deliver high-value effects or situational control.
Essential cantrips:
Eldritch Blast — your reliable ranged damage tool and scales with levels; choose invocations that enhance it (Agonizing Blast).
Mage Hand or Minor Illusion — utility and battlefield control.
Priority invocations:
Agonizing Blast — add Charisma modifier to every eldritch blast hit; indispensable.
Repelling Blast (optional) — push enemies away for battlefield control.
Armor of Shadows (if you want Mage Armor without spell slots).
Core spells to pick (1st–2nd level):
Hex — adds extra damage and disadvantage on ability checks of the target’s chosen ability; complements single-target focus.
Shield (if available through other means) or Misty Step (if you take higher Warlock levels or certain feats) for mobility.
Darkness (with devil’s sight synergy, if available) — control and stealth options.
Spell usage tips:
Cast Hex on key targets before engaging for sustained damage.
Use Warlock slots to drop short-lived but high-impact spells — short rest recharge means you can reuse them frequently between fights.
Weapon and armor choices
Weapon selection should reflect whether you want pure damage or hybrid versatility. Because the Hexblade allows Charisma for weapon attacks, you can use finesse or heavy weapons while keeping Charisma as the main stat.
Preferred options:
Two-handed greatsword or greataxe (if you want burst and use Great Weapon Master).
Longsword with shield is less optimal but viable for defense.
Finesse weapon (rapier) if you want to use Dexterity/Charisma interplay — but the Hexblade lets you use Charisma to hit so a rapier scaled by Charisma is great early-game.
Armor:
Aim for Medium armor to start; Barbarian leveling will push you out of heavy armor limitations anyway.
Consider using unarmored defense (Barbarian) if your Dexterity and Constitution are high enough; otherwise wear medium armor until you can switch to unarmored Barbarian bonuses.
Rings and trinkets:
Prioritize weapon enchantments that add damage, crit chances, or blunt elemental effects.
Items that increase Charisma or grant extra spell-like abilities are ideal.
Early-game tactics (levels 1–5)
At low levels your priority is to set up reliable damage and survivability.
Tactics:
Open fights with Hexblade’s curse or Hex on a priority target for bonus crit chance and damage.
Use eldritch blast to soften foes at range while you move into position.
Rage before entering heavy melee; it gives damage reduction and boosts attack damage.
Use the environment and positioning — push enemies off ledges or use choke points to limit incoming damage.
Suggested early gear:
Any weapon with high base damage; upgrade as soon as you find a magic option.
Potions and consumables that grant temporary buffs are worth carrying, especially those that increase AC or save DCs.
Mid-game tactics and combos (levels 6–12)
Once you have Extra Attack and better invocations, the Hex Rager becomes a true menace.
Rotation example:
Cast Hex or apply Hexblade’s curse to the highest-value target.
Rage or use any available temporary damage boost.
Close to melee and attack: Extra Attack + Reckless Attack (if you need accuracy).
If target retreats or spellcasters appear, fall back and use eldritch blast with Agonizing Blast invocations to chip away safely.
Use Warlock invocations or limited spells to control the tide — Mirror Image via item or spell if available is excellent for survivability.
Synergies:
Pair with a party caster who can provide advantage (faerie fire, hold person) to greatly increase your crit chances.
Buffs like haste (from party spellcasters) multiply your attack opportunities and let you get more uses of Hexblade effects per round.
Endgame and solo adjustments (levels 13+)
At higher levels you’ll want to refine gear, feats, and possibly dip back into Warlock for higher-level invocations.
Endgame goals:
Max Charisma if not already at 20.
Optimize weapon enchantments for crit and damage type synergies (necrotic or force are often best for bypassing resistances).
Consider final feat investments into Great Weapon Master or Sentinel depending on your role.
Solo play tweaks:
Take invocations and spells that increase self-sustain (armor, invisibility, mobility).
Equip gear that provides healing on hit or shielding.
Use battlefield control spells from Warlock higher levels to isolate enemies and reduce incoming damage.
Party composition and synergies
Best partners:
Support caster who can buff you with haste, faerie fire, or spells that grant advantage.
Healer who can top you up when Rage ends or if you take a heavy hit.
Controller who manages groups so you can pick key targets for Hexblade’s curse.
Bad pairings:
Two frontliners who both need the same items; the Hex Rager is best paired with ranged or spellcasting allies.
Tactical synergy examples:
A Illusion/Enchanter who distracts and debuffs enemy saves makes your Hex and single-target damage more deadly.
Rogues benefit from your ability to draw aggro and soften enemies for sneak attacks.
Item priority and best-in-slot suggestions
Focus on gear that increases:
Charisma (primary)
Weapon damage/enchantments (crit, necrotic/force)
Constitution or HP boosts for survivability
Best-in-slot examples (names vary by patch and find locations):
Main weapon: Any strong two-handed weapon with +damage or crit chance.
Amulet/Ring: Items that boost Charisma or grant additional spell uses/slots.
Armor/trinkets: Items that grant resistance to incoming common damage types (fire, necrotic) or provide defensive active abilities.
Tip: Always prioritize slot items that directly increase your Charisma or attack potency — raw stat gains usually beat situational bonuses for this build.
Sample build sheet (numbers for reference)
This is a sample build for a standard campaign using point buy and average item availability.
Race: Half-Elf
Background: Soldier
Starting stats: STR 14 / DEX 12 / CON 14 / INT 8 / WIS 10 / CHA 16
Level progression: Warlock 2 / Barbarian 5 / Warlock 3 / Barbarian 10 (flexible around personal preference)
Key feats: ASI to CHA 20, Great Weapon Master (or Polearm Master)
Core cantrips: eldritch blast, Mage Hand
Core spells: Hex, Darkness (optional), Mirror Image (from items or higher Warlock level)
Invocations: Agonizing Blast, Repelling Blast (optional), Armor of Shadows (optional)
Playstyle notes based on this sheet: Focused on single-target execution, use ranged cantrips to tank fights at range and force-critical moments when moving into melee. Use Hexblade’s curse on priority enemies.
Advanced tactics and micro-decisions
When to drop Hex: Apply before meat of fight, not wasted on minions. Reapply on the biggest threat.
Target selection: Always target squishy enemy casters or high-damage units first — your burst punishes them hard.
Positioning: Use flanking, high ground and choke points to reduce incoming attacks and get advantage when needed.
Resource management: Because Warlock slots recharge on short rests, don’t be afraid to use them frequently between battles.
Roleplay and flavor
The Hex Rager concept blends eldritch pact intrigue with savage fury. Lean into roleplay by:
Portraying your character as someone who channels eldritch power into raw physical rage.
Choosing backgrounds and dialogue that emphasize charisma, intimidation, and occult curiosity.
Using hex-related metaphors and pacts to justify the mixture of spell and blade.
Troubleshooting common issues
Problem: Low hit chance despite high Charisma.
Fixes: Ensure weapon proficiency and class features are correctly applied; get buffs that grant advantage; increase Strength or Dexterity if using a non-finesse weapon.
Problem: Out of spell utility in long adventuring days.
Fixes: Warlock is short-rest oriented: take frequent short rests, or invest in consumables that restore Warlock slots or grant spell-like effects.
Problem: Taking too much damage while raging.
Fixes: Increase Constitution, use defensive feats, or adopt a weapon with reach/polearm to keep foes slightly further away.
Alternatives and variants
If you want a different feel:
Warlock 1 / Barbarian heavy route: More immediate Barbarian features but delayed Warlock utility.
Warlock 5 / Barbarian 8: Larger Warlock spell slot pool and potent invocations for spellcasting depth.
Swap Barbarian subclass: If you prefer sustained utility over pure offense, pick a subclass that grants defensive or mobility bonuses.
Build checklist (quick reference)
[ ] Race that boosts Charisma (Half-Elf/Tiefling)
[ ] Cha prioritized to 20 via ASIs
[ ] Warlock 2 early for eldritch blast + invocations
[ ] Progress Barbarian to Extra Attack and Rage levels
[ ] Take Great Weapon Master or Polearm Master depending on weapon style
[ ] Equip a high-damage weapon with crit/elemental bonus
[ ] Use Hexblade’s curse or Hex in every major fight
[ ] Pair with party members who grant advantage or control
FAQ
What is the Hexblade Barbarian multiclass and why does it work?
The Hexblade Barbarian multiclass (commonly called the Hex Rager) mixes Warlock hexblade features with Barbarian rage and extra attacks. It works because Hexblade lets you use Charisma for weapon attacks and grants curse/hex utility while Barbarian gives raw melee damage, damage resistance, and reliable HP. Combine these and you get major single-target bursts with reliable sustain.
When should I take Warlock levels and when Barbarian?
Take Warlock 1–2 early for Hexblade and eldritch blast invocations. After securing those, switch to Barbarian to progress through rage and Extra Attack. You can dip back into Warlock at higher levels if you want stronger invocations or higher-level spells.
Which invocations are essential?
Agonizing Blast is essential for any build using eldritch blast — it adds your Charisma modifier to each hit. Repelling Blast and Armor of Shadows are situational but useful.
What weapon is best for this build?
A two-handed heavy weapon (greataxe/greataxelike) paired with Great Weapon Master yields the highest burst potential. Polearm Master is a strong alternative for more attacks and battlefield control.
Do I need high Strength?
Not necessarily. Because Hexblade allows Charisma to apply to weapon attacks, you can focus on Charisma as your primary offensive stat and keep Strength moderate. However, some weapon choices still scale with Strength, so decide your weapon early.
How do I manage resources between fights?
Warlock slots recharge on short rests, so take advantage of short rests often. Use Warlock spells aggressively — they are intended to be used more frequently than long-rest-based casters.
Is this build viable solo?
Yes, with adjustments: boost survivability with Constitution and defensive feats, take invocations that grant utility, and gear for self-healing or protection.
What are common mistakes players make?
Failing to invest in Charisma early, which stunts both spell and weapon scaling.
Ignoring Warlock invocations like Agonizing Blast.
Trying to be both a full caster and a full tank — this build is optimized for front-line damage with secondary spell utility.
Closing advice
The Hex Rager is a creative blend that turns the expectations of class roles on their head: a Warlock with a rage problem who prefers smashing faces to ritual chanting. With the right stats, invocations, and items, this Hexblade multiclass becomes an OP build in Baldur's Gate 3 — capable of soloing tough encounters or serving as a reliable primary damage dealer in any party.
Battle-tested equipment shopping list — Act I
Priority stat focus: Charisma and Constitution
Main weapon (primary purchase): Two-handed weapon with highest base damage; prefer a greataxe/ greatsword-style option.
Secondary weapon: Rapier or longsword (finesse option) for early accuracy and utility.
Armor: Medium armor that balances AC and mobility; switch to unarmored Barbarian defense only once you have reliable CON and DEX.
Amulet / Necklace: Any item that grants +Cha or a small bonus to spell attacks — invaluable early for Hexblade scaling.
Ring / Trinket: +Damage or +HP trinket; prioritize HP if you’re struggling in melee.
Consumables to buy: Health potions (all tiers you can afford), strength/haste buff potions if available, scrolls of utility spells (Mirror Image, Misty Step) for clutch moments.
Utility items: A one-use ranged weapon or wand that deals force/necrotic damage to handle enemies with resistances.
Where to prioritize spending: Weapon enchantment first, then items that raise Charisma, then survivability slots (rings/amulets).
Quick buy checklist (Act I):
High-base-damage two-handed weapon (or best upgrade you can find)
Medium armor with best AC available
Necklace or amulet granting Charisma or spell-attack bonus
4–6 healing potions; 1–2 utility potions (haste/strength if found)
One trinket that increases max HP or reduces incoming elemental damage
Battle-tested equipment shopping list — Act II
Priority stat focus: Maximize Charisma as available; bump Constitution for frontline durability.
Main weapon (upgrade): Magic two-handed weapon with added elemental/necrotic/force damage or crit chance. If you prefer Polearm, switch to a polearm with reach and knockdown options.
Secondary weapon: Enchanted finesse weapon (rapier/shortsword) that benefits from Charisma-to-hit.
Armor / Chestpiece: If you still wear armor, upgrade to the best medium magic armor. If going Unarmored Barbarian, pick items that add passive defenses (HP, resistances).
Amulet / Necklace: Upgrade to an item that grants extra spell uses, +Cha, or bonus spell DC.
Rings: One ring that increases damage or crit; one defensive ring (resistances or temporary shielding).
Cloak / Cape: Prefer items that grant mobility (bonus to movement or advantage on certain saves) or stealth if you use ranged setups.
Consumables: Higher-tier healing potions, potions of invulnerability/resistance, scrolls for clutch CC.
Unique slot items to seek: Any weapon or amulet that explicitly boosts cantrip/spell damage or adds a bonus to Charisma-based attacks.
Quick buy checklist (Act II):
Magic two-handed weapon with extra damage type or crit modifier
Enchanted secondary finesse weapon for flexibility
Amulet that boosts Charisma or gives extra spell uses per rest
Ring that grants damage/crit + ring that grants damage resistance or HP
6+ mid/high-tier healing potions; 1–2 defensive potions
Battle-tested equipment shopping list — Act III (and endgame)
Priority stat focus: Finalize Charisma to cap (20 when possible); solidify Constitution to 16–18.
Main weapon (best-in-slot): Legendary or highest enchantment two-handed weapon with force/necrotic bonus, crit-enhancing properties, or on-hit healing/temporary HP. Prioritize weapons that bypass or reduce enemy resistances.
Alternate weapon: Best-in-slot polearm for reach or a high-crit finesse weapon if you rely on precision.
Armor / Defensive slot: Unique items that grant self-healing on hit, damage absorption, or spell resistance. If you’re Unarmored, choose items that add to AC or provide reliable resistances.
Amulet / Artifact: Top-tier item that increases Charisma, grants an extra spell slot, or allows you to cast a high-impact Warlock spell once per long rest.
Rings / Bracelets: One ring that amplifies crit or attack damage; one ring that triggers crowd-control or defensive cooldown when you fall below a threshold.
Cloak / Boots: Items that grant increased mobility or allow repositioning (teleport/short-range blink) to exploit high-ground and control small engagements.
Consumables: Rare elixirs for temporary ability spikes; scrolls for emergency revives or defense.
Endgame tuning: Prefer items that scale with Charisma or add force/necrotic/psychic types to bypass common resistances.
Endgame buy checklist:
Best enchanted two-handed weapon with scaling damage bonuses
Amulet/artifact that grants extra spell-like resources or +Cha
One defensive ring with emergency cooldown (absorb/damage resist)
Boots or cloak granting repositioning/teleport utility
Stock high-tier consumables for boss fights (6–8 health potions, 2–3 top-tier defensive elixirs)
How to evaluate loot and swap priorities quickly
Always compare a new item to your current main three priorities: Charisma boost, weapon damage/enchant, survivability (HP/resistances).
If an item boosts Charisma by +1 or more, it frequently outperforms a comparable weapon enchant early/mid-game.
Swap weapons for special enemy resistances; keep your base enchanted backup if you find situational weapons (fire vs. necrotic immune enemies).
Prioritize items that synergize with your chosen feats (Great Weapon Master needs raw damage/crit foes; Polearm Master needs reach/attacks).
Sample dialogue and roleplay hooks for the Hex Rager
Use these lines to reinforce the character voice: equal parts eldritch patron glamour and raw, explosive fury. Short, punchy lines work best in combat; longer flavor lines fit camp/roleplay scenes.
Combat quips (short, in-battle lines)
"I made a bargain for power — now watch it carve a path."
"Your voice is weak. My curse is louder."
"I'll let the darkness speak and the blade finish the sentence."
"Rage answers more questions than mercy."
"Step forward and feel what you call sin."
Crowd-control / utility lines
"Back up — I can push them into the abyss."
"A little hex, a little shove, problem solved."
"A shadow's tug and a hard landing — thanks for volunteering."
"Stand still and taste your weakness."
Camp and party roleplay hooks (flavor, not mechanical)
"My patron has a sense of irony: it wants me to charm the world and shatter it."
"I charm people with words and foes with steel. Both get results."
"They called my pact a bargain. I call it leverage."
"I do favors in ink and blood. Which do you prefer?"
"People think I perform rituals. I make promises I can keep — with interest."
Social/Dialogue prompts to use with NPCs
Intimidation/Charm mix: "You can refuse, or you can accept while I make the consequences clearer."
When asked about your past: "My past has terms. My present has teeth."
Negotiation: "I'll sweeten the deal — speak first, or leave with one less friend."
With allies: "Keep to the plan. When I speak, we move. When I rage, we win."
When offered a purely moral choice: "Morals are luxuries. Survival, now."
Roleplay beats and hooks to develop a Hex Rager arc
Inner conflict: The character slowly learns whether their patron’s whispers are a true guidance or a manipulation — scenes where the character questions whether rage or reason serves their goals.
Reputation growth: Start intimidating local toughs and escalate to being feared or revered — let townsfolk whisper about the “warlock who breaks men.”
Redemption/temptation arc: Present choices where the Hex Rager can refuse a patron request in favor of a party member, showing growth or doubling down on the pact for more power.
Ritual consequences: Use the Hex Rager’s pact as a plot tool — an NPC or faction may covet the power, creating moral and mechanical stakes.
Bonding moments: Let quieter moments reveal the human behind the rage—small acts of kindness contrast the brutal battlefield persona.
Quick roleplay tips for consistency
Keep a tonal balance: use smooth, charismatic phrasing outside combat and short, violent lines inside fights.
Reuse motifs: references to “debt,” “performance,” “pact,” “voice,” and “teeth” create a recognizable personality hook.
Let the mechanical choices inform roleplay: when you burn Warlock slots or invoke your curse, narrate it as a whispered bargain or dark glow around the weapon.
Scale your arrogance: start confident, then let the campaign’s moral stakes call your choices into question. This creates satisfying character beats.
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