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Wyll Companion Build Guide — Best Warlock Build in BG3

By Z. LiPublished Updated Last verified
Build at a glance
Level 2 — Required
Agonizing Blast
Level 2 — Required
Repelling Blast
Level 5 — Recommended
One with Shadows
Wyll the Blade of Frontiers casting Eldritch Blast in Baldur's Gate 3

Wyll At-a-Glance — Build Summary

Attribute / FeatureValue / Choice
Default ClassWarlock 1 — Fiend Patron (Pact of the Chain default)
Recommended SubclassThe Fiend — best Warlock patron for damage and survival via Dark One's Blessing (temp HP on kill)
Starting CHA (after respec)17 — push to 18 with Hag Hair in Act 1 or ASI at level 4
Starting CON14 — needed for Concentration checks and general HP
Starting DEX14 — passable AC in light armor without Mage Armor
Best Pact BoonPact of the Tome — adds three cantrips (including Guidance, Shillelagh) and expands utility significantly
Best InvocationsAgonizing Blast (required), Repelling Blast (required), One with Shadows or Devil's Sight (situational)
Best Feat (Level 4)War Caster — Advantage on CON saves to maintain Concentration; enables Eldritch Blast as Opportunity Attack reaction
Best Feat (Level 8)ASI CHA +2 (17→19 or 18→20) — raises Eldritch Blast attack roll, spell save DC, and all CHA checks simultaneously
Best Feat (Level 12)Ability Score Improvement CHA to 20, or Spell Sniper (Eldritch Blast crits on 19–20)
Best Weapon Act 1Staff of Arcane Blessing (Nessa, Druid Grove) or Silver Knife (Goblin Camp vendor)
Best Weapon Act 3Markoheshkir — the best arcane focus in the game, grants free Kereska's Favour spell once per long rest
Best Armor Act 1–2Spellmight Gloves (Grymforge) + Luminous Armour (Act 2) for light armor Warlock
Best Armor Act 3Robe of the Weave (Sorcerous Sundries, Act 3) — +2 spell save DC and +2 spell attack rolls
Stat PriorityCHA > CON > DEX

Where to Recruit Wyll and His Story Background

Wyll can be recruited in the Emerald Grove in Act 1, where he is teaching children of the Tiefling refugees how to fight. He introduces himself as the Blade of Frontiers — a folk hero renowned for protecting the people of the Sword Coast from monsters. However, his power comes from a pact with a devil named Mizora, who serves the archdevil Zariel. This pact gives him his Warlock abilities but at a moral cost he keeps carefully hidden.

His personal questline is directly tied to Mizora and the political situation in Baldur's Gate involving Gortash and Ulder Ravengard (his father). The pact complications escalate in Acts 2 and 3, and how you resolve them determines whether Wyll remains a Warlock, becomes a free agent, or meets darker ends. Wyll's approval system rewards noble, heroic, and commoner-protecting choices. He strongly approves of standing against Zariel, helping those with no power, and maintaining personal honor. He disapproves of deception, cruelty, and devil-dealing.

From a combat perspective, Wyll arrives as one of the most immediately capable ranged companions. Eldritch Blast is available at level 1, scales perfectly with CHA, and Agonizing Blast (available at Warlock level 2) makes it the strongest damage cantrip in the game — it hits harder than Fire Bolt at equivalent caster levels and costs no spell slots. He provides reliable damage, crowd control via Repelling Blast, and exceptional Act 3 versatility with his expanded Fiend spell list.

Fiend Warlock — Why This Is Wyll's Best Subclass

Wyll's default patron is The Fiend, and this is also his best subclass for most builds. The Fiend patron grants access to expanded spell lists far beyond the base Warlock — the Fiend spells (Burning Hands, Command, Blindness/Deafness, Scorching Ray, Fireball, Stinking Cloud, Wall of Fire, Banishment, and more) are all top-tier utility or damage spells that fill gaps in the standard Warlock spell list.

Dark One's Blessing is the Fiend's level 1 feature: when Wyll or a nearby ally kills an enemy, he gains temporary HP equal to CHA modifier + Warlock level. With CHA 20 and Warlock level 12, this is 17 temporary HP per kill. In fights with many enemies, Wyll often ends the fight with full or near-full HP even without healing. This makes him far more durable than his d8 hit dice suggest.

Dark One's Own Luck (level 6) lets Wyll add a d10 to an ability check or saving throw once per short rest. This is effectively a targeted Luck Boon for his weakest saving throw. Use it on Strength or Dexterity saves where he's most vulnerable. Fiend Resilience (level 7) gives him resistance to one damage type chosen on a short rest — choose fire (most common elemental damage in Act 2 and 3) or psychic (Mind Flayers, Act 3 Netherbrain). The combination of these features makes Wyll a surprisingly self-sufficient ranged caster.

The only competing patron is The Great Old One, which gives slightly better utility spells (Dissonant Whispers, Detect Thoughts, Hunger of Hadar) but lacks the survivability features of The Fiend. Since Wyll is locked to The Fiend patron by his story, you don't need to make this choice — but know that The Fiend is genuinely excellent and not a concession.

Wyll Level 1–12 Progression Table

LevelClass / SubclassKey UnlockWhy It Matters
1Warlock 1 — FiendEldritch Blast cantrip, Hex (spell), Dark One's Blessing, 2 Pact Magic spell slotsEldritch Blast is his primary attack for the entire game — a 1d10 force bolt that scales and accepts invocation upgrades. Hex adds 1d6 necrotic per hit and disadvantage on one ability type.
2Warlock 2Agonizing Blast invocation (add CHA to EB damage), Repelling Blast invocation (push 4.5 m)These two invocations define Wyll's combat identity. Agonizing Blast turns EB into a major damage dealer; Repelling Blast gives every shot crowd control utility by knocking enemies off ledges or away from allies.
3Warlock 3 — Pact BoonPact of the Tome (3 extra cantrips) or Pact of the Blade (melee weapon bond)Pact of the Tome expands his cantrip list significantly — take Guidance (skill check bonus), Shillelagh (WIS melee option), and Mage Hand. Pact of the Blade is the foundation for Padlock builds.
4Warlock 4War Caster feat, 3rd-level Pact Magic slotsWar Caster gives Advantage on CON saves to maintain Concentration (critical for Hex, which lasts all fight if maintained) and allows Eldritch Blast as a reaction Opportunity Attack — exceptional value.
5Warlock 5Third pact slot, 3rd-level spells (Hypnotic Pattern, Fireball via Fiend list)Hypnotic Pattern (Concentration, 9 m radius, incapacitates many enemies) is a fight-ending spell. Fireball from the Fiend expanded list is unusual for Warlocks and hits for 8d6 in a large AoE.
6Warlock 6Dark One's Own Luck (add d10 to ability check or save once/short rest)Covers Wyll's worst save types (STR/DEX) when he needs to resist physical effects. Pact Magic slots now replenish on short rest — short rest aggressively to recover slots.
7Warlock 7Fiend Resilience (resistance to one damage type until next short rest)Choose fire or psychic based on the next area. In Act 2, fire resistance negates a lot of Moonrise Towers damage. In Act 3, psychic covers Mind Flayer and Netherbrain attacks.
8Warlock 8ASI CHA +2 (raising to 19 or 20), Pact Magic 4th-level slotsRaising CHA improves every Eldritch Blast attack roll, every spell save DC, every Dark One's Blessing temp HP gain, and all CHA skill checks. The single best stat investment for Wyll.
9Warlock 9Mystic Arcanum (one 6th-level spell per long rest): Arcane Gate or EyebiteMystic Arcanum bypasses the Pact Magic slot limitation by granting one use of a higher-level spell. Eyebite (Frighten, Sickness, or Sleep individual targets) is the most reliably useful 6th-level Warlock spell in BG3.
10Warlock 10Additional invocation slot, CHA-boosting invocations availableTake Shroud of Shadow (become Invisible as a bonus action once per short rest) or Lifedrinker (Pact Blade: add CHA to melee weapon damage) depending on whether you're melee or ranged.
11Warlock 11Mystic Arcanum 7th-level: Finger of Death (7d8+30 necrotic, creates zombie on kill)Finger of Death is the most powerful direct-damage Warlock spell — hitting for potentially 86 necrotic damage in one casting. The zombie created from a killed humanoid is a free combat ally.
12Warlock 12Feat: Spell Sniper or ASI CHA to 20Spell Sniper lowers Wyll's crit threshold to 19–20 on spell attacks — Eldritch Blast crits 10% of the time, granting GWM-style bonus damage. Alternatively, cap CHA at 20 for +1 to all spells and attacks.
StatRecommended ValueReasoning
Charisma (CHA)17Wyll's primary stat for attack rolls, spell saves, Dark One's Blessing, and social checks. Push to 18 with Hag Hair in Act 1.
Constitution (CON)14Provides HP and Concentration save reliability. War Caster also helps but CON 14 is the minimum comfortable floor.
Dexterity (DEX)14Gives adequate AC in light armor without requiring Mage Armor expenditure. A comfortable middle ground.
Strength (STR)8Dump stat. Wyll rarely needs STR — he has no STR-based attacks or class features.
Wisdom (WIS)10Low enough that WIS saves will occasionally fail, but high enough that Perception checks are passable. Not worth increasing.
Intelligence (INT)8Dump stat. Warlock uses CHA for all spellcasting. No INT-based features.

Invocation Choices — Which to Take and When

SlotRecommended pickWhy / notes
Level 2 — RequiredAgonizing BlastAdds CHA modifier to every Eldritch Blast beam's damage. With CHA 20, this is +5 per beam, +10 total at level 5 (two beams). Non-negotiable — take this first.
Level 2 — RequiredRepelling BlastPushes a target 4.5 m on Eldritch Blast hit. Use to knock enemies off ledges (often instant-kill), separate grouped enemies, push enemies into surfaces or traps, or create distance for Wyll if melee reach him.
Level 5 — RecommendedOne with ShadowsWhile standing in dim light or darkness, Wyll can become Invisible as an action. Excellent for repositioning, breaking line of sight, or escaping melee without spending a Disengage action.
Level 7 — Option ADevil's SightWyll can see normally in magical and mundane darkness up to 24 m. Synergizes with the Darkness spell — he can cast Darkness on himself and attack from within it while enemies are blinded. Requires setting up Darkness, but the combination is incredibly powerful.
Level 7 — Option BLifedrinkerOnly if using Pact of the Blade (melee Wyll). Adds CHA modifier to all melee weapon damage. With CHA 20, every melee attack gains +5 damage — a very large bonus for a melee-converted Warlock.
Level 9 — RecommendedShroud of ShadowBecome invisible as a Bonus Action (once per short rest). At level 9+, Wyll has pact slots to spare on short rests — Shroud lets him vanish into invisibility and reposition in a single turn without costing a spell slot.
Level 12 — OptionalEldritch Smite (Pact of the Blade only)Expend a Pact slot on a melee hit to deal 1d8 force damage per slot level (max 6d8) and knock the target prone. Exclusively for Padlock or Blade Pact builds.

Feat Choices at Levels 4, 8, and 12

SlotRecommended pickWhy / notes
Level 4 — Primary ChoiceWar CasterAdvantage on CON saves to maintain Concentration (keeps Hex running for the entire fight without extra effort) AND allows casting Eldritch Blast as an Opportunity Attack reaction. A Warlock's Opportunity Attacks using Eldritch Blast instead of a melee weapon swing is a unique advantage no other class gets.
Level 4 — AlternativeASI CHA +2 (15→17 or 17→19)If you want raw CHA improvement early and already have a source of CON save proficiency (e.g., Resilient CON or a CON-proficient item), skip War Caster. The CHA improvement pays off over many levels.
Level 8 — Primary ChoiceASI CHA +2Bring CHA to 18 or 20 (depending on where you started and whether you took Hag Hair). Every +1 CHA improves Eldritch Blast damage (via Agonizing Blast), spell save DC, Dark One's Blessing temp HP, and all social skill checks.
Level 12 — Option ASpell SniperLowers crit threshold on spell attacks to 19–20. Wyll fires two Eldritch Blast beams at level 5 and three at level 11 — crit fishing on three beams means roughly a 27% chance of at least one crit per turn. Each beam crits independently.
Level 12 — Option BASI CHA to 20 (if not maxed)If CHA is still at 18 or 19 at level 12, capping it with this ASI is better than Spell Sniper's marginal crit improvement. The flat +1 to all spell attacks and save DCs outperforms crit probability gains.
Alternative OptionResilient CONGives CON proficiency and +1 CON. An alternative to War Caster if you want guaranteed Concentration save proficiency without needing War Caster's invocation-as-opportunity-attack feature. Less versatile but maximally reliable for keeping Hex active.

Act 1 Equipment — Building Wyll's Foundation

SlotRecommended pickWhy / notes
Weapon / FocusStaff of Arcane BlessingSold by Nessa in the Druid Grove. Grants the user Bless spell once per long rest and adds +1 to spell attack rolls. Bless on Wyll lets him cast it without costing his own action, freeing Shadowheart or another companion from the action cost.
ArmorShadecloak Boon (light armor)Obtained via questline choices or light armor merchants in Act 1. Alternatively: the Robe of Summer (Quartermaster Talli) provides fire resistance and is appropriate for a Fiend Warlock thematically and mechanically.
GlovesSpellmight GlovesFound in the Grymforge (Act 1b). While concentrating on a spell, add +1d8 to spell damage but take 1 HP per attack. With Hex up (which Wyll maintains every fight), every Eldritch Blast beam deals an extra d8 damage at the cost of 1 HP per beam — a very favorable trade at high HP and with healing support.
HelmetFreecast Hat (Arcane Acuity Hat)Sold by vendors or found in Act 1b. The Arcane Acuity Hat grants a stacking bonus to spell save DC when Wyll hits with a spell attack. After a few Eldritch Blast hits, his spell save DC becomes nearly impossible to resist.
AmuletAmulet of Misty StepFound in the Underdark or purchased from Act 1 vendors. Grants Misty Step once per short rest — excellent for Wyll to escape melee reach without spending a spell slot or his Bonus Action on Disengage.
Ring 1Callous Glow RingFound in the Moonlantern area (Act 2 transition, but obtainable late Act 1). When a nearby creature is illuminated, Wyll's spells deal +2 radiant damage against them. With Wyll as the light source (various spells or the Luminous Armour), this applies to his Eldritch Blasts constantly.
Ring 2Ring of ProtectionSold by Nessa at the Druid Grove. +1 AC and saving throws. Simple, effective, and available immediately.
CloakCloak of ProtectionSold by Quartermaster Talli. Same +1 AC and saving throws as the ring — stacking both gives +2 AC from two accessory slots.
BootsBoots of StridingPrevents being pushed or knocked prone — important for a backline ranged caster who relies on maintaining distance. Found in the Blighted Village.

Act 2 Equipment — Shadow-Cursed Lands Upgrades

SlotRecommended pickWhy / notes
WeaponDarkfire Shortbow (Isobel questline reward)Obtained by protecting Isobel at Last Light Inn. Grants Haste once per long rest and acts as an excellent ranged backup option if enemies somehow close with Wyll. Not his primary weapon but the Haste self-cast is exceptional.
ArmorLuminous ArmourFound in the Gauntlet of Shar or obtained via Nightsong questline. Creates a Radiating Orb on targets you hit with a spell — Radiating Orb reduces attack rolls by 1 per stack. Wyll's constant Eldritch Blast spam stacks Radiating Orb quickly, debuffing every enemy he targets into near-miss territory within two turns.
GlovesSpellmight Gloves (carry from Act 1)Keep these through Act 2. The +1d8 per spell attack beam (while concentrating) remains excellent damage. No Act 2 glove surpasses this for a Hex-maintaining Warlock.
Ring 1Strange Conduit RingFound in the Gauntlet of Shar. While concentrating on a spell, melee attacks deal +1d4 psychic damage. Wyll is a ranged caster so this is less applicable unless you're running a melee Pact of the Blade variant.
Ring 2Callous Glow RingNow fully active in Act 2 where light sources are critical. Wyll illuminating enemies with any spell or cantrip causes his EB blasts to deal +2 radiant damage — with Luminous Armour creating Radiating Orbs and the ring adding radiant, his damage stacks rapidly.
AmuletPeriapt of Wound ClosureFound in the Gauntlet or purchased. Doubles healing from spending Hit Dice on short rest and stabilizes at 0 HP. Good defensive piece for a caster who hates going down.
HelmetArcane Acuity Hat (carry from Act 1 or find Act 2 equivalent)Keep using this through Act 2. The stacking spell save DC increase enables Wyll's crowd control spells (Hypnotic Pattern, Hold Person) to land reliably against high-WIS/CON enemies.
CloakCloak of Protection (carry from Act 1)No significant cloak upgrade appears in Act 2. Maintain the defensive bonus.

Act 3 Equipment — Best-in-Slot for Wyll

SlotRecommended pickWhy / notes
Weapon / FocusMarkoheshkirThe most powerful arcane focus in BG3 — found in the Ramazith's Tower puzzle area in Act 3 Baldur's Gate. Grants Kereska's Favour (one free casting of any spell up to 6th level once per long rest), +1 to all spell save DCs, and resistance to one element chosen per long rest. For Wyll this means a free Disintegrate, Globe of Invulnerability, or any other 6th-level spell once per day.
ArmorRobe of the WeaveSold at Sorcerous Sundries in Baldur's Gate (Act 3). Grants +2 to spell save DC and +2 to spell attack rolls — the largest single-item bonus to spellcasting accuracy and power in the game. With this robe, Wyll's Eldritch Blast attack bonus and Hypnotic Pattern save DC both increase by 2.
HelmetHat of Fire Acuity (or Birthright)Hat of Fire Acuity: when you deal fire damage, gain +2 to spell save DC for 3 turns. Synergizes with Fireball (Fiend spell) for an enormous opening burst. Alternatively, Birthright (+2 CHA, found in Act 3 vendors) is the most straightforward upgrade and pushes CHA to 22 if already at 20.
GlovesGloves of DexteritySets DEX to 18 — found in Act 3. Frees up your DEX stat allocation for other attributes on respec. After getting these, respec Wyll to put DEX points into CON or WIS instead.
AmuletSpellcrux AmuletFound in Moonrise Towers (Act 2 completion) or available in Act 3. Once per long rest, restores a spell slot of any level — for Wyll, this means recovering a Pact Magic slot mid-fight on demand. The most powerful amulet for any Warlock.
BootsBoots of PersistenceFound in Act 3 shops. Grants Freedom of Movement (ignores difficult terrain, can't be restrained) and immunity to prone. Wyll can be pushed around or slowed easily — these boots eliminate that vulnerability.
Ring 1Callous Glow Ring (carry forward)Still excellent in Act 3 where enemies remain illuminated by Wyll's own spells and the Luminous Armour Radiating Orb.
Ring 2Ring of SpellcastingIncreases spell save DC by 1. Found in Act 3 merchants. Stacks with Robe of the Weave and Markoheshkir for a combined +4 to spell save DC from items alone.
CloakCloak of the Weave (Helsik, Devil's Fee)Sold by Helsik at the Devil's Fee shop in Act 3. Grants +2 to spell attack rolls and spell save DC — this stacks directly with the Robe of the Weave for a total of +4 to both from cloak and robe alone.

The Padlock Multiclass — Paladin 5 / Warlock 7

The Padlock (Paladin/Warlock hybrid) is one of the most powerful multiclass builds in BG3, and Wyll is a strong platform for it because both Paladin and Warlock use Charisma as their primary stat. The combination works by using Paladin's Divine Smite — which is not limited to Paladin spell slots in BG3 — and fueling it with Warlock Pact Magic slots. Pact Magic slots are short-rest recovering and always equivalent to the highest available slot level, making them ideal for fueling repeated Smites throughout a dungeon day.

The recommended split for Wyll's Padlock is Paladin 5 first (for Extra Attack, Aura of Protection, and Divine Smite access) then Warlock 7 (for Agonizing Blast, Fiend features, and 4th-level Pact slots). Alternatively, Warlock 3 first (for Pact of the Blade and Agonizing Blast) then Paladin 9 gives three attacks per turn (Paladin's Extra Attack twice — BG3 does not give two Extra Attacks from multiclassing normally, but the Paladin 11 third attack is only on pure Paladins). The Warlock 3 / Paladin 9 is simpler mechanically; Paladin 5 / Warlock 7 is higher-ceiling.

Key interaction: in BG3, Paladins can Divine Smite using any spell slot, including Warlock Pact Magic slots. A 4th-level Pact slot fuels a 4th-level Divine Smite for 5d8 radiant damage. With Pact Magic recovering on short rest, Wyll can Smite repeatedly between short rests. Combined with Extra Attack (two hits per turn), each combat turn can deal two weapon hits + two Smites, for explosive burst damage that outdoes most pure casters or pure melee builds in the game.

The Padlock trades Eldritch Blast efficiency and pure spellcasting power for significantly higher melee burst. If you prefer Wyll as a ranged caster with consistent sustained damage, stay pure Fiend Warlock 12. If you want maximum boss-fight damage in a single encounter, Padlock is the stronger option.

Combat Role — What Wyll Does Each Turn

Early game (levels 1–4): Cast Hex as a Bonus Action at the start of combat (choose STR or DEX as the cursed ability type), then fire Eldritch Blast every turn as your Action. Eldritch Blast deals 1d10 + CHA force damage — with Agonizing Blast at level 2, add CHA again for roughly 1d10+5 per hit. Use Repelling Blast to push dangerous melee enemies away from your backline companions. When Hex's target dies, use a Bonus Action to transfer it to the next target. The goal is to maintain Hex all fight while blasting every turn.

Mid game (levels 5–8): At level 5, Eldritch Blast hits twice per cast (two beams). Both beams can Repel, both benefit from Agonizing Blast, and if using Spellmight Gloves, both deal +1d8 each. Your total Action damage is now 2d10 + 2×CHA + 2d8 = roughly 30–35 damage per turn average, plus Hex's 2d6. Additionally, Hypnotic Pattern (available from Warlock 5) can end encounters — it incapacitates entire groups if unresisted. Cast Hypnotic Pattern on turn 1 in large fights, then blast priority targets who resisted. Use Fireball (Fiend spell, also level 3) for clustered enemies.

Late game (levels 9–12): Eldritch Blast gains a third beam at level 11. Three beams with Agonizing Blast means +15 CHA damage per cast in addition to 3d10 base. Your Mystic Arcanum (once per long rest) provides Eyebite (incapacitating single targets) or Finger of Death for boss-fight burst. Maintain Hex on the strongest enemy in the room and blast every turn — you rarely need to change this formula because the damage is consistently high. Save Repelling Blast for key positioning moments (pushing enemies off ledges, saving a companion from a killing blow).

Reaction note: War Caster lets Wyll use Eldritch Blast as his Opportunity Attack reaction instead of a melee weapon hit. When an enemy moves through his threat range, he fires an EB beam (with Repelling Blast). This is sometimes better than conserving the reaction for Counterspell or Shield — evaluate based on whether enemy casters are nearby.

Party Synergy — Who Pairs Best with Wyll

Wyll's Repelling Blast has unique synergy with high-ledge environments and specific party compositions. A Druid companion (like Halsin) who casts Spike Growth on the ground below creates a zone where Wyll's Repelling Blast can push enemies off ledges directly into the Spike Growth — each 1.5 m of movement through Spike Growth deals 2d4 piercing. An enemy pushed 4.5 m through Spike Growth takes 6d4 piercing damage on top of the fall damage from the height difference. This two-companion combination handles many Act 1 and Act 2 encounters in one or two turns.

Wyll pairs excellently with a Paladin or Oath of Devotion front-liner who benefits from his Bless spell (if using Staff of Arcane Blessing) or his crowd control giving them free opportunity attacks against stunned/restrained enemies. Hold Person (available via Warlock spell list or Fiend expansion) paralyzes humanoid targets — every melee attack against a paralyzed target within 1.5 m is an automatic crit. Wyll paralyzes the target, Lae'zel or Karlach crits repeatedly for massive damage.

Avoid heavy synergy with another CHA-based spellcaster. Two Warlocks or a Warlock/Sorcerer combination can step on each other's Concentration spells and Hex targets. One focused damage caster (Wyll) paired with a utility/healing caster (Shadowheart or Gale) is more balanced.

Wyll's Hex requires Concentration — do not give Concentration to another companion simultaneously if you can help it. Shadowheart's Spirit Guardians also require Concentration. In parties with both, stagger their Concentration: Shadowheart uses Spirit Guardians in dense encounters, Wyll uses Hex+EB in single-target or spread fights. Don't let both compete for the same concentration slot.

Common Mistakes to Avoid with Wyll

  • Not taking Agonizing Blast at level 2: Agonizing Blast is mandatory for any damage-focused Wyll build. Skipping it or taking other invocations first dramatically reduces his damage output for the next several levels. Take it the moment it becomes available at Warlock 2.
  • Letting Hex expire between targets: When Hex's target dies, Wyll has a Bonus Action available to transfer Hex to the next target rather than recasting it. Recasting Hex uses a spell slot; transferring it is free. Every time Hex expires by running out of duration or the target dying without a transfer, that's a wasted spell slot's worth of value.
  • Using Repelling Blast without checking the geometry: Repelling Blast pushes 4.5 m directly away from Wyll. If you push an enemy sideways into a wall, they stop immediately — no fall, no extra effect. Always check whether there's a ledge or hazard directly behind the target before using Repelling Blast for crowd control. The best use is pushing enemies off platforms or into environmental damage (lava, spike growth, etc.).
  • Spending Pact slots on spells that have non-slot alternatives: Pact slots are precious (only 2–4 at any given time). Healing, utility casting, and non-critical buffs should come from your other companions. Wyll's slots should go almost exclusively into Eldritch Blast (when using Spellmight Gloves Hex requirement), Hypnotic Pattern, or Smites (Padlock build). Don't blow a pact slot on Misty Step when an item provides it for free.
  • Ignoring short rests: Wyll recovers Pact Magic slots on short rest. Two short rests per long rest effectively triples his available spell slots across a dungeon. Take short rests aggressively. The Spellcrux Amulet also restores one slot on demand — use both every time they're available.
  • Taking the Pact of the Chain pet and forgetting about it: Pact of the Chain gives Wyll a familiar — the familiar can use the Help action to give Wyll Advantage on his next attack as a Bonus Action (in BG3 terms). If you take Pact of the Chain, remember to command the familiar. An easily forgotten free Advantage source significantly boosts Eldritch Blast hit rates.
  • Skipping War Caster to take a second ASI: War Caster's Opportunity Attack clause is unique — no other method lets Wyll cast Eldritch Blast as his reaction outside his own turn. Missing a melee opportunity attack is fine; landing an Eldritch Blast with Repelling Blast as a reaction pushes an enemy away and deals damage. This reaction value alone justifies the feat.
  • Forgetting that Wyll's Fiend list includes Fireball: Many players don't realize Wyll can cast Fireball through his Fiend expanded spell list. Fireball is a base Warlock non-option without the Fiend patron. Keep Fireball prepared for clustered enemy encounters — it routinely deals 28+ damage (8d6) to groups of 3–4 enemies and can trivialize Act 2 outdoor combats.

Frequently asked questions

When and where do I recruit Wyll in BG3?

Wyll is found at the Emerald Grove in Act 1, where he is sparring with and training Tiefling children. Speak with him to recruit him. He can be easily missed if you skip the Emerald Grove or approach the Goblin Camp before entering the Grove. He also has conditional availability depending on whether you sided with the Druids or Goblins — certain choices can make him permanently unavailable, so recruit him before any major faction decisions.

What is Eldritch Blast and why is it so good?

Eldritch Blast is a Warlock cantrip that fires one (or more at higher character levels) beam of force energy dealing 1d10 damage per beam. Unlike other cantrips, it scales not with level but with character level — gaining a second beam at level 5, third at level 11. Agonizing Blast adds CHA modifier to each beam's damage. At CHA 20 and level 11, three beams deal 3d10+15 force damage per cast, with no spell slots spent. This is comparable to a 2nd or 3rd level spell slot's damage output, available every turn infinitely.

Should Wyll use a Pact of the Blade melee build or stay ranged?

For pure Warlock builds, stay ranged with Eldritch Blast. The Pact of the Blade melee path requires significant feat and invocation investment (Lifedrinker, Eldritch Smite, Thirsting Blade) to compete with ranged Eldritch Blast, and the result is a melee character with d8 hit dice in a role that frontliners like Karlach and Lae'zel fill better. Only invest in Pact of the Blade as part of the Padlock multiclass, where Paladin levels provide the armor, attack bonus, and Divine Smite that make melee worthwhile.

Is the Padlock build (Paladin + Warlock) worth building on Wyll?

Yes, but it requires a Withers respec to set up correctly and changes Wyll's combat role fundamentally from ranged caster to melee burst damage. The Padlock is one of the highest-damage builds in BG3, using Pact Magic slots to fuel Divine Smites every short rest. However, you lose the flexibility of Eldritch Blast's ranged crowd control and the pure caster's invocation options. The pure Warlock version is more versatile; the Padlock is higher ceiling on single-target bosses.

What spell should Wyll always have prepared?

Hex (always), Hypnotic Pattern (fight-ending AoE crowd control), and Fireball (from the Fiend expanded list — most players forget he has it). Additionally, hold Misty Step for repositioning and either Hold Person or Crown of Madness for single-target humanoid control. Wyll can only prepare a few spells at a time due to the Warlock Spells Known limit, so prioritize the highest-impact crowd control and avoid duplicating utility spells your other companions already have.

Does Wyll's Eldritch Blast benefit from the Spellmight Gloves?

Yes. Spellmight Gloves add +1d8 to spell attacks while concentrating, at the cost of 1 HP per attack. Wyll maintains Hex (Concentration) every combat, meaning every Eldritch Blast beam deals an extra 1d8 damage for 1 HP. At two beams (level 5), that's +2d8 damage and –2 HP per cast. At three beams (level 11), +3d8 and –3 HP. This is an excellent trade with any reasonable healing support.

How many Pact Magic slots does Wyll have, and how does short rest recovery work?

Wyll's Pact Magic slots are always equivalent to his highest available slot level (matching his Warlock level). He starts with 2 slots, gains a third at level 11, and a fourth at level 17 (not relevant as level caps at 12). All slots recover on a short rest. BG3 allows two short rests per long rest. Across a full adventuring day, Wyll can therefore use 6 total Pact slots (2 per short rest, 3 short rests counting the starting pool before any rest). The Spellcrux Amulet (Act 3) adds a bonus slot recovery once per long rest on top of this.

What approval actions does Wyll like in BG3?

Wyll approves of heroic, self-sacrificing, commoner-protecting choices. Specifically: helping the Tiefling refugees, standing up to bullies, opposing Zariel and devil influence, protecting innocents over personal gain, and maintaining personal codes of honor. He disapproves of cruel or deceptive choices, helping enemies of the people (Goblins, cultists), and callously abandoning vulnerable NPCs. His approval is fairly easy to maintain if you're playing a 'good' character — he's one of the more forgiving companions in that regard.

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