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.
Use this split
Conflict-free final allocation
Recommended
Hexblade Warlock
Light Cleric
Arcane Archer
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.
Act I
7 bonuses+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.
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.
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.
+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.
+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.
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.
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+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.
Advantage on Intelligence saves. Lost on death.
Why: The Thrower starts with 8 Intelligence and otherwise has little protection against Intelligence-based control.
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 bonusesEach 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.
+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.
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.
+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.
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 HexbladeThe 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 ArcherIt 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 ClericThe 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 ClericThe automatic saving throw and mobility help protect Spirit Guardians.
Fallbacks for either choice
- Light Cleric
- Giant Thrower
HWGT
Keep on Giant ThrowerThe +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
HWLCGT
HWLCGT
HWAA
LCGT
HWGT