Four builds · one loot pool

Who gets what?

A practical equipment split for our Hexblade Warlock, Light Cleric, Arcane Archer, and Giant Thrower. Start with the final allocation; use the fallback list when two characters want the same item while levelling.

HWHexblade Warlock
LCLight Cleric
AAArcane Archer
GTGiant Thrower

Use this split

Conflict-free final allocation

Recommended

HW

Hexblade Warlock

LC

Light Cleric

AA

Arcane Archer

GT

Giant Thrower

Everything not listed here stays as written in the original builds. These are only the contested final slots.

One chance per campaign

Permanent bonus plan

Recommended recipients

Assign character-bound rewards before starting their scenes. Bonuses shown for all four characters can be earned by everyone, provided each character meets the requirement.

Show bonuses for

Act I

7 bonuses
  1. +1 Strength, including above 20.

    Why: It completes the Thrower's odd starting Strength and helps it reach 24 after its ASI, Everlasting Vigour, and the Mirror of Loss.

  2. Permanent See Invisibility within 9 m.

    Why: The frontline Hexblade is most likely to be within range of invisible enemies and can reveal them before committing to melee.

  3. Illithid powers cost a bonus action after passing all three Zaith'isk saves.

    Why: The Archer can group enemies with Black Hole, then use its action and extra attacks against the clustered targets.

  4. Loviatar's Love
    Lost on death

    LC

    +2 to attack rolls and Wisdom saves below 30% health. Lost on death.

    Why: The Cleric's frontline position makes the low-health threshold more likely, while the Wisdom-save bonus supports its strongest defensive stat.

  5. +1 to Wisdom saves and checks, Speak with Dead, and access to Danse Macabre in Act III.

    Why: The Cleric has the party's best Wisdom saves for finishing the book and can add its ghouls to an already support-focused turn.

  6. A once-per-short-rest safeguard that heals a creature when it drops to 0 HP.

    Why: Awakened lets the Archer apply it as a bonus action without giving up its attacks.

  7. Advantage against Bleeding targets for every present party member. Keep the kuo-toa alive to retain it.

    Why: All four characters can receive it, and the Archer's Amulet of Bhaal supplies Bleeding for the whole party to exploit.

Act II

3 bonuses
  1. +2 Strength, including above 20. It remains after death and respeccing.

    Why: Strength increases both the Thrower's accuracy and damage through Tavern Brawler, making this the party's highest-value recipient.

  2. Advantage on Intelligence saves. Lost on death.

    Why: The Thrower starts with 8 Intelligence and otherwise has little protection against Intelligence-based control.

  3. Restrains one Undead or Shadow creature once per short rest.

    Why: The Cleric can hold a target inside Spirit Guardians while the rest of the party attacks it with advantage.

Act III

5 bonuses
  1. Each character can gain +2 to one ability, up to 24, and may also obtain the optional +1 Charisma memory.

    Why: It is not a shared resource. Give HW Charisma, LC Wisdom, AA Dexterity, and GT Strength; seek the extra Charisma memory for HW.

  2. +1d4 to attack rolls and saving throws after each long rest. Only one party member can have the statue.

    Why: The accuracy offsets Sharpshooter on every one of the Archer's three attacks, including Arrow of Many Targets attack rolls.

  3. 20 temporary HP after each long rest and the key to finishing the Necromancy of Thay.

    Why: The Cleric already holds the Necromancy of Thay, so the same character must read the Codex to unlock Danse Macabre.

  4. +2 to every saving throw. Each character can make a separate offering at Stormshore Tabernacle.

    Why: The reward is available separately to every character, so there is no reason to choose only one recipient if the party can afford it.

  5. Unlocks Fly, all tier-one illithid powers, and access to tier-three powers, with permanent cosmetic consequences.

    Why: Fly improves positioning for every build. Give it to every willing character because the Astral-Touched Tadpole can be shared.

Five decisions

Final-loadout conflicts

Matters at level 12

HWAA

Keep on Hexblade

The melee Hexblade benefits more from its AC and +2 to every saving throw.

Fallbacks for either choice

Hexblade Warlock
Arcane Archer
or

LCAA

Keep on Arcane Archer

It raises the save DC of Arcane Shots while preserving the archer’s shield slot.

Fallbacks for either choice

Light Cleric
Arcane Archer
Hexblade, while levelling

LCAA

Keep on Light Cleric

The Cleric uses both the spell save DC and the additional Channel Divinity charge.

Fallbacks for either choice

Light Cleric
Arcane Archer

LCGT

Keep on Light Cleric

The automatic saving throw and mobility help protect Spirit Guardians.

Fallbacks for either choice

Light Cleric
Giant Thrower

HWGT

Keep on Giant Thrower

The +3 Initiative helps the Thrower enter Giant's Rage and start throwing before enemies can act.

Fallbacks for either choice

Hexblade Warlock
Giant Thrower

Temporary overlaps

Conflicts while levelling

6 shared items

These items appear in more than one route, but not in both final loadouts. Pass them between characters when someone upgrades, or use the replacements below.

HWLC

HW
LC

HWLCGT

HW
LC
GT

HWLCGT

HW
LC
GT

HWAA

HWCast its own Elemental Weapon, learned at level 6
AAUse the thunder buff for Reverberation
Prioritise the Arcane Archer: the Hexblade has a built-in substitute, while the Archer relies on thunder damage for its Reverberation setup.

LCGT

LC
GT

HWGT

HW
GT