Lockadin (Paladin / Warlock) Build Guide — BG3's Smite-Spam Powerhouse

Lockadin At-a-Glance
| Attribute / Feature | Value / Choice |
|---|---|
| Paladin Subclass | Vengeance — Hunter's Mark and Misty Step on subclass spell list |
| Warlock Subclass | Fiend — Dark One's Blessing temp HP per kill |
| Pact Boon (level 3 Warlock) | Pact of the Blade — bind any weapon for CHA-based attacks |
| Starting CHA | 17 → 20 via Hag's Hair + ASI |
| Starting STR | 14 — for heavy armor without penalty |
| Starting CON | 14 — concentration on Hunter's Mark |
| Starting DEX | 10 — heavy armor caps DEX bonus |
| Level 4 Feat | ASI CHA → 18 OR Great Weapon Master if going two-handed |
| Level 8 Feat | ASI CHA → 20 |
| Level 12 Feat | Sentinel OR Polearm Master (depending on weapon choice) |
| Best level split | Paladin 6 / Warlock 6 (most popular) or Paladin 7 / Warlock 5 (alternative) |
| Smites per long rest | ~10-12 smite slots — best in the game |
Why Lockadin Outperforms Pure Paladin
Pure Paladin 12 has 9 spell slots per long rest at level 12 (4 first, 3 second, 3 third, 2 fourth — actually fewer than this list when you account for slots being used for spells like Bless or Spirit Guardians). Lockadin gets 5 Paladin slots from Paladin 6 plus 2 Warlock slots that refill on every short rest — for a total of 5 + (2 x 3 short rests) = 11 slots per long rest, dedicated entirely to Smite damage.
Warlock's Pact Magic slots are always cast at the highest level available — at Warlock 5+, your Pact slots are 3rd-level. A 3rd-level Smite deals 4d8 radiant damage (plus 1d8 vs fiends/undead). Two 3rd-level slots refill every short rest. This means Lockadin chains nova smite turns indefinitely with proper short-rest cadence.
Beyond Smite economy, Lockadin gains Eldritch Blast as a no-cost ranged attack option. Pure Paladins are melee-only; Lockadin can blast from 18m for 1d10 + CHA per beam (2 beams at character level 5, 3 beams at character level 11). This solves Paladin's biggest weakness — having nothing to do when a target is out of melee range.
Vengeance subclass specifically adds Hunter's Mark (concentration, 1d6 bonus damage on each weapon hit), Misty Step (Bonus Action 18m teleport — fixes Paladin mobility), Hold Person (paralyze a humanoid, paralyzed targets auto-crit from melee), and Haste (additional attack action) to the Paladin spell list. Each of these is a top-tier spell. Vengeance is the strongest Paladin subclass when combined with Warlock multiclass.
Lockadin Level 1–12 Progression
| Char Lv | Class Level | Key Unlock | Build Impact |
|---|---|---|---|
| 1 | Paladin 1 | Lay on Hands (5 HP pool), Divine Sense, heavy armor proficiency | Foundation. Heavy armor + martial weapons + saving throws. |
| 2 | Paladin 2 | Divine Smite, Fighting Style (Defense for +1 AC), 1st-level Paladin spells | Smite is online from level 2 onwards. Defense fighting style stacks with heavy armor. |
| 3 | Paladin 3 — Vengeance | Channel Divinity: Vow of Enmity (Advantage on attacks against marked enemy), subclass spells | Vow of Enmity guarantees Advantage for 10 turns. Devastating with Smite. |
| 4 | Paladin 4 | Feat: ASI CHA 17 → 18 | Improves spell save DC, smite damage stays the same (Smite is non-CHA-scaling but spell saves matter). |
| 5 | Paladin 5 | Extra Attack, 2nd-level Paladin spells | Two attacks per Action = two Smite opportunities per turn. |
| 6 | Paladin 6 | Aura of Protection (allies within 3m get +CHA modifier to saves) | +5 to all saves for nearby allies at CHA 20. Best aura in the game. |
| 7 | Warlock 1 | Pact Magic (1 slot), Otherworldly Patron: Fiend (Dark One's Blessing temp HP), Eldritch Blast cantrip | Smite slot economy explodes. Eldritch Blast for ranged options. |
| 8 | Warlock 2 | Eldritch Invocations: Agonizing Blast + Devil's Sight | Agonizing Blast: CHA modifier to each beam. Devil's Sight: see in magical darkness. |
| 9 | Warlock 3 — Pact of the Blade | 2nd-level Pact slots, bind weapon (CHA-based attacks) | Pact-bound weapon attacks use CHA modifier — perfect synergy with CHA stacking. |
| 10 | Warlock 4 | Feat: ASI CHA 18 → 20 | CHA at 20. Spell save DC, attack rolls, damage all max out. |
| 11 | Warlock 5 | Eldritch Blast scales to 2 beams (character level 5+), 3rd-level Pact slots | Two 3rd-level Pact slots refilling every short rest = 4d8 Smites on demand. |
| 12 | Warlock 6 | Fiendish Resilience (resist a damage type per short rest) | Defensive feature for sustaining concentration spells. |
Recommended Starting Stats
| Stat | Value | Reasoning |
|---|---|---|
| Charisma (CHA) | 17 | Both Paladin and Warlock use CHA. Push to 18 with Hag's Hair, then 20 via ASIs. |
| Strength (STR) | 14 | For Pact-bound weapon attacks before CHA scaling kicks in at Warlock 3. |
| Dexterity (DEX) | 10 | Heavy armor caps DEX bonus, so DEX above 10 is wasted. |
| Constitution (CON) | 14 | Concentration saves for Hunter's Mark and Hold Person. |
| Intelligence (INT) | 8 | Dump. |
| Wisdom (WIS) | 10 | Minimum for WIS saves. Aura of Protection covers most save weaknesses. |
Feat and Invocation Choices
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Level 4 — Paladin ASI | ASI CHA 17 → 18 | Improves spell save DC and prepares for Aura of Protection scaling at Paladin 6. |
| Level 8 — Warlock 2 Invocations | Agonizing Blast + Devil's Sight | Agonizing Blast = CHA to each EB beam. Devil's Sight = see in magical darkness, key for the Darkness + EB combo that owns Honour Mode. |
| Level 10 — Warlock 4 ASI | ASI CHA 18 → 20 | Maxes CHA. Spell save DC, EB damage, Pact-bound weapon attack rolls all peak at this level. |
| Level 12 — Warlock 6 Invocation Pivot | Repelling Blast (swap from Devil's Sight if not using Darkness) | Repelling Blast: each EB beam knocks target back 4.5m. Three beams = 13.5m total push, great for shoving off cliffs or into Spike Growth. |
| Pact Boon | Pact of the Blade (Warlock 3) | Bind any weapon to use CHA for attack rolls AND damage rolls. The defining Pact for Lockadin — your weapon attacks now scale with your single-stat investment. |
| Alternative feat | Great Weapon Master (level 4) | If going two-handed weapon (greatsword), GWM at level 4 is competitive with CHA ASI. Stack with Reckless Attack (multiclass dip) for Advantage to offset –5. |
Act 1 Equipment Progression
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Weapon | Sword of Justice (Anders, Risen Road) | Free Shield of Faith cast = +2 AC for 10 turns. Wield it as a one-hander + shield, or two-handed greatsword. |
| Armor | Githyanki Half-Plate (Creche) or Chain Mail until level 5 | Heavy armor for the AC. Switch to Adamantine Splint after Grymforge for crit immunity. |
| Shield | Adamantine Shield (Grymforge) | Crit immunity stacks with Splint Armor. Combined: enemies cannot crit you at all. Massive Honour Mode value. |
| Helmet | Haste Helm (Blighted Village) | Free Dash on combat start. Lockadin needs mobility before Misty Step is online at Paladin 9 (which we won't hit on this split — Misty Step from Vengeance subclass). |
| Cloak | Cloak of Protection (vendor) | +1 saves and AC. Standard. |
| Amulet | Amulet of Misty Step (Selunite Outpost) | Free Misty Step once per short rest. Stacks with Vengeance subclass Misty Step at character level 7+. |
| Ring 1 | Ring of Protection | +1 saves and AC. |
| Ring 2 | Crusher's Ring (Goblin Camp) | +3m movement. |
| Boots | Boots of Striding | Knockdown immunity. |
Act 2 Equipment — Smite-Boosting Items
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Weapon | Phalar Aluve (Underdark/Selunite) or +2 longsword from vendors | Phalar Aluve's Shriek imposes -1d4 attack on enemies near it. Stacks with Vow of Enmity Advantage. Bind it with Pact of the Blade for CHA scaling. |
| Armor | Adamantine Splint Armor (Grymforge) — carry from Act 1 | Best heavy armor until Helldusk in Act 3. |
| Helmet | Hat of Fire Acuity (Act 2 vendor) | Each Fire spell hit grants +1 spell save DC, up to +5. While we don't have many Fire spells, the Hat works with Hellish Rebuke (Fiend Warlock cantrip) and Searing Smite (Paladin spell). |
| Gloves | Gauntlets of Bloodthirst (Last Light Inn vendor) | Crit restores 1d4 HP. Combined with Vow of Enmity's Advantage, your crit rate is elevated, sustaining HP on smite turns. |
| Boots | Boots of Persistent Rage or Boots of Stormy Clamour | Boots of Stormy Clamour: each hit applies Reverberation. Stacks at 5 = prone target. Smite crits stack fast. |
| Amulet | Periapt of Wound Closure or Amulet of the Devout | Periapt: double Hit Dice healing and auto-stabilize when downed. Amulet of the Devout: spell save DC +2 (Lockadin's most important stat after CHA). |
| Ring 1 | Strange Conduit Ring (Gauntlet of Shar) | While concentrating on a spell (Hunter's Mark, Hold Person), +1d4 psychic damage per attack. |
| Ring 2 | Killer's Sweetheart (Act 2 quest) | Guaranteed crit on first attack of next turn after a kill. Trigger this turn 1 for guaranteed Smite-crit setups. |
Act 3 Equipment — Best-in-Slot
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Weapon | Larethian's Wrath (+3 longsword) or Helldusk Greataxe | Larethian's Wrath: +3 longsword, +1d4 force on hit, magical damage. Bind it via Pact of the Blade for CHA scaling on attacks AND damage. |
| Armor | Helldusk Armor (House of Hope) | Set CHA modifier added to damage rolls. Immune to Burning. Resistance to fire damage. Stacks with Lockadin's CHA scaling for huge damage spikes. |
| Shield | Sentinel Shield (Sorcerous Sundries) or carry Adamantine Shield | Sentinel Shield: Advantage on initiative and Perception. Adamantine Shield: crit immunity. |
| Helmet | Birthright (Sorcerous Sundries) | +2 CHA. With Hag's Hair (18) + ASI x2 (20) + Birthright (22), CHA is capped. Every melee attack, EB beam, and Aura of Protection benefits. |
| Gloves | Vicious Battleaxe of the Fallen / Helldusk Gloves | Helldusk Gloves: enemies who hit you in melee take 1d10 fire damage. Combined with heavy armor's high AC, enemies struggle to land hits and burn for trying. |
| Boots | Boots of Genial Striding (Sorcerous Sundries) | Difficult terrain ignored, +1.5m movement. |
| Amulet | Amulet of Greater Health (Act 3 vendor) | Set CON to 23. Concentration saves at +6, plus massive HP. |
| Cloak | Cloak of Displacement or Cloak of the Weave | Cloak of the Weave: +1 spell save DC and spell attack rolls. Critical for Hold Person reliability. |
| Ring 1 | Coruscation Ring (Act 3 vendor) | Hit with damage = Radiating Orb on target (-1d4 attack rolls). Stacks. Three Smite hits = -3d4 attack on target's next turn. |
| Ring 2 | Risky Ring (carry from Act 2) | Permanent Advantage on attack rolls. Stacks with Vow of Enmity for double-Advantage scenarios (technically redundant but no downside). |
Combat Rotation — Smite Chain Turns
Turn 1 setup: Cast Hunter's Mark (Bonus Action, concentration) on the priority target. This adds 1d6 to every weapon hit for the rest of the fight (or until concentration breaks). Activate Vow of Enmity Channel Divinity on the same target (Bonus Action — but this uses up your Bonus Action that was for Hunter's Mark, so order matters). Better order: Vow of Enmity (Channel Divinity, Action) → next turn cast Hunter's Mark (BA) — but this loses turn 1 damage. Optimal alternative: skip Vow of Enmity in trash fights, use it on bosses.
Turn 2 (core rotation): Extra Attack with Pact-bound weapon = 2 weapon attacks. Each attack: 1d8 (weapon) + 5 (CHA via Pact) + 1d6 (Hunter's Mark) + 1d4 (Strange Conduit Ring) = ~17 damage base. On any hit, you can spend a spell slot to Divine Smite: 1st-level = +2d8 radiant, 2nd-level = +3d8, 3rd-level (Pact slot) = +4d8. A 3rd-level smite adds ~18 damage to one swing. Two smited attacks per turn = ~70 damage per turn at level 11.
Burst turn (boss kill setup): Use Killer's Sweetheart trigger (after any kill, next attack auto-crits). Crit doubles all weapon dice AND smite dice. A crit smite at 3rd level: 8d8 radiant + 2d8 weapon + 2d4 conduit + bonuses = ~75 damage on a single swing. Stack with Vow of Enmity Advantage and you can almost guarantee landing the crit if your first attack misses, then crit on attack 2.
Smite economy: You have 5 Paladin slots (4 first, 3 second, 2 third) + 2 Warlock slots (always 3rd at Warlock 5+). The 2 Warlock slots refill every short rest. Across 3 short rests per long rest, that's 6 Warlock slots used. Plus 5 Paladin slots = 11 total Smites per long rest. Cast Smites on every confirmed hit; never go to long rest with spell slots remaining if there's a fight to use them on.
Eldritch Blast usage: When melee range isn't possible (enemy on cliff, behind difficult terrain, casting from distance), use Eldritch Blast. At Warlock 5+ you get 2 beams. With Agonizing Blast (+CHA = +5 per beam) and Hex (1d6 per beam if cast, but Hex costs concentration which conflicts with Hunter's Mark), each beam deals 1d10 + 5 = ~10 damage. Two beams = 20 damage per ranged turn. Comparable to a non-Smited melee turn, ranged.
Warlock vs. Paladin Split — Why 6/6 Beats 7/5 or 5/7
Paladin 6 / Warlock 6 is the most common Lockadin split for very specific power-spike reasons. Paladin 6 unlocks Aura of Protection (+CHA to saves for nearby allies), the single best Paladin feature. Warlock 6 unlocks Fiendish Resilience (resist damage type per short rest) and importantly 3rd-level Pact slots — which deal 4d8 Smites that refill on short rests.
Paladin 7 / Warlock 5: Paladin 7 grants Aura of Hate (Vengeance subclass — undead and fiends near you take +CHA damage on each hit they take). Useful in Act 3 fiend-heavy fights but situational. Warlock 5 still has 3rd-level Pact slots, so you keep the smite economy. Trade: lose Warlock 6's Fiendish Resilience and the third Mystic Arcanum invocation slot. Recommended only if your Act 3 has many fiend boss fights.
Paladin 5 / Warlock 7: Paladin 5 grants Extra Attack — the largest Paladin power spike. Warlock 7 grants 4th-level Pact slots, which deal 5d8 Smites. Trade: lose Aura of Protection (+5 saves), the biggest single power spike for the party. Generally not recommended unless solo-playing.
Other splits like Paladin 2 / Warlock 10 sacrifice Extra Attack (Paladin 5) and Aura of Protection (Paladin 6) — both critical. Avoid this split. The optimal split is 6/6 because both classes' key features (Aura of Protection at Pal 6, 3rd-level Pact at Wlk 5, Fiendish Resilience at Wlk 6) all land within character levels 11-12.
Lockadin vs. Pure Vengeance Paladin
| Feature | Lockadin (Pal 6 / Wlk 6) | Pure Vengeance Paladin 12 |
|---|---|---|
| Total Smites per long rest | 11 (with short rests) | 9 (no short rest refills) |
| Max Smite slot level | 3rd (4d8) | 4th (5d8) |
| Single-attack damage | Higher with Pact CHA scaling | Higher Smite damage per cast |
| Ranged option | Eldritch Blast 2 beams + Agonizing | Toll the Dead cantrip only |
| Aura of Protection | +5 saves (CHA 20) | +5 saves (CHA 20) |
| Capstone level features | Mystic Arcanum (Wlk 11) + Aura of Hate (Pal 7) | Improved Divine Smite (auto +1d8 radiant per hit), Aura of Hate |
| Honour Mode pick | More versatile, smite economy carries | Simpler, fewer resources to manage |
Verdict: Lockadin has more total Smite uses and a ranged option that Paladin lacks. Pure Vengeance Paladin has higher per-Smite damage and a much simpler combat rotation. For experienced players who want to optimize damage per long rest, Lockadin wins. For first-time Paladin players, Pure Vengeance Paladin is more forgiving.
Common Mistakes with Lockadin
- Not taking Pact of the Blade. Pact of the Blade grants CHA-based weapon attacks — without it, your Pact-bound weapons still use STR/DEX, defeating the purpose of stacking CHA. Mandatory at Warlock 3.
- Not using short rests. Lockadin's entire economic advantage is Pact Magic short-rest refills. If you only take 1 short rest per long rest, you're losing 4 free Pact slots per day. Take 3 short rests minimum.
- Smiting on a miss. Divine Smite is declared AFTER the attack roll resolves, only on hits. Some players incorrectly think they declare Smite before attacking — wait until you confirm the hit, then choose to smite.
- Wasting smite slots on trash. A 3rd-level smite on a 15 HP goblin is overkill. Save 3rd-level slots for bosses and elite enemies. Use 1st-level slots (2d8 = 9 average) on trash.
- Forgetting to bind a weapon. Pact of the Blade requires you to perform the Bind Weapon action on a magic weapon to make it your pact weapon. This persists across long rests but not across game sessions sometimes — always check that your pact weapon is bound at the start of each combat.
- Choosing Pact of the Tome or Pact of the Chain. Neither synergizes with melee-focused Lockadin. Pact of the Tome is for caster Warlocks. Pact of the Chain summons familiars. Always take Pact of the Blade.
- Going Bladelock alone (without Paladin). Pure Warlock with Pact of the Blade is significantly weaker than Lockadin because it lacks Extra Attack (Paladin 5) and Aura of Protection.
- Picking Warlock subclass other than Fiend. Great Old One has thematic appeal but Fiend's Dark One's Blessing (CHA modifier temp HP per kill) is the strongest passive sustain for Lockadin.
Frequently asked questions
Is Lockadin (Padlock) the strongest Paladin build in BG3?
Lockadin is one of the top three Paladin builds, alongside Bardadin and Sorcadin (Sorcerer/Paladin). Lockadin's strength is short-rest Smite economy — it has the most Smite uses per long rest of any build. Bardadin has more party utility (Bardic Inspiration, Cutting Words, Hypnotic Pattern via Magical Secrets) and is the top pick for Honour Mode. Sorcadin (Sorcerer 5 / Paladin 7) has the highest single-turn nova damage thanks to Quickened Spell metamagic. Lockadin sits in between — high damage, sustained smites, ranged Eldritch Blast option. Excellent first-pick if you don't want to manage a third resource (Bardic Inspiration or Sorcery Points).
Why Vengeance Paladin specifically?
Vengeance subclass has the best spell list for Lockadin. Hunter's Mark (1d6 bonus damage per hit, concentration) stacks with every smite. Misty Step (Bonus Action 18m teleport) fixes Paladin's mobility weakness. Hold Person (paralyze a humanoid — paralyzed targets auto-crit from melee) is one of the strongest control spells in the game and pairs with Smite for one-shot kills. Haste (extra Action per turn) is the strongest concentration buff. Vengeance also has Vow of Enmity Channel Divinity (Advantage on attacks against marked target for 10 turns) which guarantees Advantage for the entire fight.
Should I take Fiend, Great Old One, or Archfey for Warlock?
Fiend is the optimal pick. Fiend's level 1 feature, Dark One's Blessing, grants temp HP equal to CHA modifier + Warlock level whenever you reduce an enemy to 0 HP. At CHA 20 / Warlock 6 = 11 temp HP per kill. Combined with multi-attack and Smite, you can chain temp HP refills across an entire fight. Archfey's Fey Presence (Charm or Fright as Action) is too slow for a melee character. Great Old One's Awakened Mind (telepathy) is utility-only. Fiend's damage and sustain is the clear winner.
Can I use a Greatsword on Lockadin or do I need a shield?
Both work. Shield + longsword build: higher AC (around 21 with shield + Defense fighting style + heavy armor), but lower per-attack damage (1d8 + CHA). Two-handed Greatsword build: lower AC (around 19), but higher per-attack damage (2d6 + CHA) and access to Great Weapon Master feat (–5/+10 toggle). For Honour Mode, the shield build's higher AC saves runs. For maximum damage on Tactician/Balanced, the greatsword build with GWM at level 4 deals approximately 30% more damage per turn.
What's the best level order for Lockadin?
Paladin 6 first, then Warlock 6. The reason: Aura of Protection at Paladin 6 is the highest-impact party feature in the build, and you want it as early as possible. Paladin 1-2 first (for heavy armor and Smite), then continue Paladin to 6, then transition to Warlock. Some players go Paladin 2 first → Warlock 1-2 (for Eldritch Blast access) → Paladin 3-6 → Warlock 3-6. This gives early Eldritch Blast at character level 4, but delays Aura of Protection to character level 9. Both work; default to Paladin-first if undecided.
Is Lockadin viable as a player character (Tav)?
Yes — Lockadin is one of the top three Tav builds (alongside Bardadin and Tavern Brawler Monk). Lockadin Tav is the party face: high CHA means Persuasion, Deception, Intimidation are at +5 (proficiency-2) or +9 (proficiency-3). The Half-Elf or Dragonborn race adds racial CHA bonuses. Dark Urge origin synergizes thematically with Fiend Warlock. Lockadin Tav is recommended for second playthrough — your first playthrough should run a companion-focused build (Karlach Berserker is most beloved).
Does Lockadin work in Honour Mode?
Yes, very well. Aura of Protection gives +5 to all saving throws for nearby allies — massive Honour Mode value against the Legendary Actions that bosses use. Heavy armor + Adamantine Shield make Lockadin nearly impossible to crit. The smite economy means you have offensive resources for every fight without long-resting too often. Recommended order: bring Lockadin Tav, Karlach (tank), Shadowheart (Light Cleric), and Gale (Wizard). Lockadin replaces Lae'zel or Wyll in the standard composition.
How does Pact-bound weapon CHA scaling work exactly?
When you take Pact of the Blade at Warlock 3, you can bind a magic weapon to become your pact weapon. While wielding your pact weapon, you can choose to use Charisma (instead of Strength or Dexterity) for attack rolls and damage rolls. The pact weapon stays bound across long rests but can be swapped (bind a new weapon by performing the Bind action again). This means your CHA 20 character attacks and damages with +5 instead of needing high STR or DEX. The single-stat investment (CHA) covers spell save DC, Aura of Protection, Eldritch Blast damage, and weapon damage all at once.
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