The Warlock class in Dungeons and Dragons 5th Edition has different play styles for everyone, and their optimalization guide focuses on the best backgrounds, races, feats, starting equipment, and spells. Warlocks have access to the best cantrips in the game, but their limited spell slots make innate spellcasting the highlight. They can add poison spray, animal friendship, and suggestion as they level up, without needing spell slots. Charisma is the most important stat for a warlock to build, so choosing a species that offers a Charisma boost is essential.
The single best pick for a warlock is the tiefling, as it grants +2 to their Charisma. In DnD 5e, the Warlock class is set up to use one big spell most every encounter. They can cast Hex, take a short rest, recover that spell slot while maintaining concentration on Hex, for a sort of “half a slot”. The character has good AC and can go into melee, using Vicious Mockery to give disadvantage or Thorn Whip and Repelling Eldritch Blast to move the enemy. Must-have spells like Dispel Magic, Thunder Step, and Prestidigitation offer a mix of crowd control, escape options, and deceptive tactics.
In conclusion, the Warlock class in DnD 5e has a unique set of skills, weapons, features, and abilities that can be optimized to maximize their effectiveness. By following this guide, players can optimize their skills, weapons, and features to maximize their potential in the game.
📹 Our Top Warlock Spells in Dungeons and Dragons 5e
TIME STAMPS 0:00 – Sponsor 0:43 – Intro 1:30 – Eldritch Blast 5:09 – 1st Level 8:45 – 2nd Level 11:21 – 3rd level 16:57 – 4th Level …
What is the best warlock spell?
The warlock class in Dungeons and Dragons Fifth Edition has unique mechanics, using Pact Magic instead of the spellcasting of wizards and druids. Warlocks have few spell slots but refresh every short rest and scale to the highest available level. This means they have to make every spell count and use it in the right way. Some standout spells that warlocks can use to carry their weight in the party can make the difference between victory and defeat.
Warlocks are one of the best spellcasters in D and D 5e, as long as they get enough short rests. They have a varied spell list full of surprises for their enemies. The list has been updated to provide even more information about the best warlock spells in D and D 5e.
What is the strongest warlock class?
The individual sustained 4. 7 million damage, yet lacked the requisite god roll class item to augment their damage.
How do I make my warlock more powerful?
In Dungeons and Dragons 5e, each species offers unique perks and abilities, making it crucial to consider these factors when building a warlock. Charisma is the most important stat for a warlock, and choosing a species that offers a Charisma boost is essential. The tiefling is the best choice for a warlock due to its +2 Charisma boost, extra cantrip slot, and access to free spells as the player levels up. These species also have resistance to fire damage, can speak and write the Infernal language, and can use the Hellish Rebuke ability as a 2nd level spell once per long rest.
Other fantasy species also offer Charisma boosts, such as the half-elf, Drow elves, Lightfoot halfling, flying species like aarakocra and owlin, and fairy species. These species are great for ranged spellcasters who don’t want the enemy getting too close, making them suitable for non-Hexblade warlocks.
Creating a character’s background is more than just building a backstory; role-playing Warlocks is a blast in its own right. Criminal and Noble backgrounds, for example, grant Charisma boosts, and both have potential for creating memorable warlocks. Examples include noble nobles in financial ruin or petty criminals who grew tired of writhing at the bottom when the top looked appealing.
How many spells should a warlock have?
The D and D 5E Free Basic Rules only cover a small portion of the content available on Roll20. Additional resources like the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are available to expand player options and add unique creatures to fight. Warlocks gain hit points, with 1d8 per warlock level and 8 + your Constitution modifier at the first level. Higher levels increase the points by 1d8 or 5) per warlock level after the first.
How do you make warlocks better in 5e?
Warlocks are a simple spellcasting class with limited spell slots, making them easy to master. They have streamlined spell usage and unique abilities from patrons, allowing for diverse playstyles and role-playing options. Warlocks require planning in advance and making extra choices in combat, but they are the easiest to master due to their streamlined methods of memorizing and using spells. Although some players find the limited number of spell slots a liability, it allows them to learn some of D and D’s strongest cantrips and balance out weaknesses in AC or melee skills through specific character creation choices. Overall, Warlocks offer a unique blend of skills and playstyles, making them a valuable addition to any spellcasting class.
What is warlock weakness?
Chosen Chosen are immune to mental impairment effects, making them useful for Warlocks who cannot restrict their Psionic abilities with Flashbang Grenade. However, they are not immune to poison, fire, or acid, and burning them will prevent them from using their Psionic attacks. Warlocks can use abilities like spectral zombies to spawn near their soldiers, which can explode upon death if not killed.
They can also summon a spectral army, which summons spectral entities (Stun Lancers) and goes into Stasis, making them invulnerable to damage. Killing all spectral entities will break them out of Stasis. These abilities are based on the Warlock’s training and strength.
What is Warlock weakness?
Chosen Chosen are immune to mental impairment effects, making them useful for Warlocks who cannot restrict their Psionic abilities with Flashbang Grenade. However, they are not immune to poison, fire, or acid, and burning them will prevent them from using their Psionic attacks. Warlocks can use abilities like spectral zombies to spawn near their soldiers, which can explode upon death if not killed.
They can also summon a spectral army, which summons spectral entities (Stun Lancers) and goes into Stasis, making them invulnerable to damage. Killing all spectral entities will break them out of Stasis. These abilities are based on the Warlock’s training and strength.
Who is the most powerful warlock?
The Genie is a powerful character in the Warlock subclasses and a major character build in Dungeons and Dragons. It offers imaginative abilities and versatility throughout the campaign. The Genie is a blend of skill in battle and versatility, with spells like Djinni and Efreeti, and abilities like Limited Wish and Genie’s Wrath opening up new territories. The Genie is a major character build in Dungeons and Dragons.
Do warlocks need an Arcane Focus?
In the 2024 DnD 5e rules, only three classes can use an Arcane Focus: Sorcerers, Warlocks, and Wizards. Sorcerers channel their innate magical abilities, Warlocks tap into powers granted by their patrons, and Wizards augment their magical knowledge and prepared spells. Other spellcasters have “focuses” but are not Arcane focuses. Bards, Clerics, Paladins, and Druids can use musical instruments, holy symbols, or Druidic Focuses.
However, none of these items fall under the specific rules for the Arcane Focus feature. In the new 2024 DnD 5e rules, certain subclasses, such as the Eldritch Knight Fighter and Arcane Trickster Rogue, can also use an Arcane Focus, but these are rare exceptions.
Is warlock Charisma based?
In Dungeons and Dragons, Warlocks and Sorcerers are portrayed as spell-casters who use Charisma as a spell-casting attribute to charm and flatter their patrons. Sorcerers wield their innate magic with intuition and channeled emotions, while Bards cast magic through their proficiency with music, poetry, and other performing arts. As new narrative systems like “Powered By The Apocalypse” and “Forged In The Dark” emerged as alternatives to Dungeons and Dragons, RPG developers became more aware of the principle that the more depth and utility a set of gameplay mechanics has, the more likely players are to run RPG campaigns centered around those mechanics.
Most character classes in Dungeons and Dragons are focused around combat and exploring, with special abilities geared towards fighting off monsters, keeping allied characters alive, bypassing traps, and gathering information about potential threats. In early editions of Dungeons and Dragons, Charisma and the social skills it empowers were seen as a “dump-stat” because improving it didn’t help play characters survive lethal threats. This led to players creating socially inept “murder-hobo” characters who couldn’t effectively interact with NPCs and supporting characters in non-combat spaces.
The introduction and refinement of charismatic spell-casters in later editions of Dungeons and Dragons can be seen as an attempt to compensate for this asymmetry of gameplay, empowering players to create silver-tongued PCs while still being able to rain destruction and discord upon a battlefield with their magic.
What is the most important ability for a warlock?
Melee Warlocks require Charisma for their Armor Class, whereas Hexblades utilize it for their attack and damage. It may be necessary for them to resist grapples and heavy armor, whereas melee warlocks can emphasize strength. Melee Warlocks require a Dexterity score of 14 in order to enhance their AC, whereas Hexblades utilize Charisma for purposes of attack and damage. It should be noted that other warlocks still require a certain amount for their armor class.
📹 The Ultimate Guide to Warlocks in D&D 5e
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Sickening Radiance tho. So much fun if you’ve got some other battlefield control to pair with it. Our GM built this encounter where the baddies were summoning the alternate baddie to try and revive their Big Baddie at the top of a hill with only one easy access/egress route. So my ranger dropped Spike Growth on the exit, then the ‘lock dropped Plant Growth to lock everyone in. Next round, Sickening Radiance. We literally killed a demigod and a bunch of high-end baddie-lieutenants with three spell slots. Of course their (named-in-some-of-the-Forgotten-Realms-novels) captain came flying down on her Night Mare and put my ranger down for the count in one round, but that’s another show.
I started with a level 1 fighter (variant human, heavy armour master) and then went straight celestial warlock. Armour of Agathys works fabulously well at low levels. I’m only up to level 4, so it remains to be seen if I’ll keep getting good use out of this combo later in the campaign. Since I’m a tank, I have to avoid spells that take concentration. That leaves me with one slot for AoA, and cure wounds is a good choice for me with my invocation automatically maxing out the die rolls.
Imprisonment is a fun one, I feel. Want to send somebody into an endless maze? How about be trapped in an indestructible ruby? How about forcing them to fall asleep and never wake up, then harassed endlessly by the Warlock casting Dream whenever they want? Heck, with that last one, you essentially become their god. You control their slumbering world and it can be as nightmarish or pleasant as you desire.
I can appreciate you making fun of Eldritch Blast. When I first looked at it and compared it to other damage cantrips my first reaction was “why would anyone pick anything other than that ? It’s just strictly superior to everything else ?!”. I’m not gonna lie, I would like decent alternatives to EB or Hexblade for Warlock, because it kind of feels like you’re gimping your party if you don’t take it. The ones already in the game are… subpar to say the least. Regarding how you described the Warlock’s spellcasting, you mention that spells that have an impressive effect, or a lasting effect will be the best ; I would like to add to that, that the spells that will grow in power when upcast are also better. If a spell cannot be upcast, to me, the effect has to be extra-impressive, because it doesn’t benefit from being cast at 5th-level. My main goal when creating a Warlock is to make sure I always cast 5th-level spells, not just thanks to the mechanic, but also effectively, if it’s a damage spell, it needs to deal 5th-level damage, or it needs to target 5th-level amount of creatures, etc. The scaling to me is super important, because the Warlock has so few slots and they’re all 5th-level.
My Creation is a Tabaxi Rogue Warlock archfey combo. Cunning action to get away+ tabaxy feat to double the speed + archfey teleportation invisibility if you get hit .+ eldritch blast pushing enemies away 10 feat per hit. Good luck catching him ever and at lw 10 you are immune to charm and can return it on the enemy if they try it.
Even though it doesn’t necessarily scale well damage-wise, the magical darkness and hindering terrain of Hunger of Hadar is still an incredible crowd-controlling option. I’ve used this to great effect alongside my party to bottleneck our enemies. The CC is the real reason to keep this spell on roster, as that can completely shut down encounters if well-placed.
While not a spell, getting the Book of Ancient Secrets Invocation can really make you a power house with all the ritual spells at your finger tips. Not to be over looked. Also at lower levels I was particularly fond of Cause Fear. A first level spell that can cause a target to be frightened of you. And when you up cast it, you get additional targets, great way to nerf an enemy force particularly in an enclosed space.
I actually picked demiplane as my 8th slot. having the ability to make a mini plane that follows the rules you want can makes some nutty moments. like. we were gonna fall in a dark star spell which is an instant death when you hit 0. I popped the spell, pulled my ally inside, and closed the door. safe from the spell. they thought we had been reduced to dust. a turn later when the spells go down due to a concentration check fail (high level fighter monk barrage.) we pop out and rejoin the fight.
Fire up summon undead with quicken spell on the first turn, Spiritual Weapon through Divine Soul Sorcerer and EB again, now hover as Genie Dao and EB again from above. Hit, push with Crusher, get a crit with EB, now enjoy advantage for all the turn for all the party, you have now consistently 6 attacks in every turn. Got into the city alleys, fired sickening radiance and almost killed many civilians (i healed them back to life), since then I use it with careful spell, save my mates and let the enemies swarm us with the druid doing spike growth and the fighter and paladin use spiritual guardian (because they can)
For 9th level I like Foresight, it might look weak compared to others, but I find it strong on its simplicity, you basically have advantage on everything, you can’t be surprised and all attack rolls against you have disadvantage; it lasts for 8 hours, no concentration required and won’t be interrupted even if you die.
How about Healing Elixir? Each one heals an average of 7 HP, the vial lasts 24 hours before vanishing, and you get the slots back after an hour of rest. This allows you to really leverage that greater recuperation speed; you can go into battle with ten or so saved-up vials in your belt (46 if you’re abusing the mechanic and have two spell slots), or you can just be a decent supplementary healer during downtime.
i agree with most of your choices, however i would choose tasha’s otherworldly guise instead of eyebite. here is why: it is a bonus action to cast. no saving through that could waste it or end it early flying speed of 40ft +2 to ac immunity to certain conditions and damage double attack. every weapon attack magical uses cha instead of str or dex.
Hex always makes me feel like I should multiclass to get some non-warlock, low level spell slots. It feels “wasteful” to be spending progressively higher level warlock slots on Hex, but for some fights it still makes sense to be using it. The other thing which pushes me to multiclass is how Mystic Arcanum can’t be upcast. I’m regularly looking at 12 levels in Warlock and 8 in another CHA based character.
Would be fun to see a spinoff of this article considering the Blood Hunter’s version with the Profane Soul subclass. Because the playstyle is different I feel like it’d have a very different article, plus its spells only go up to 4th level so it’d be a shorter article to work on. Totally not asking because my first ever character is part Blood Hunter and that’s the subclass I’m going for, definitely not.
“This can undo encounters” im just imagining casting this at the beginning of the game any time the DM is trying to introduce a new plot character. As an old man walks up the street, you see that he has a limp and is beckoning you towards him.” I cast suggestion “get lost you old creep!” “Uhh ok, you succeed. The old man frowns as though he suddenly felt self conscious and he turns around and leaves. But just as he leaves you see another old man walking down the street.” I upcast suggestion, i suggest to the old man, he should go away.
you guys love banishment a lot, but i have literally never ever been in a situation where it was useful, as whatever we were doing with extraplanar entities at the time had to do with diplomacy or trying to get something like an item off them, which is really hard to do if you’ve banished them, meanwhile hold monster allows you to do both. force them to listen, get whatever item off them or even just kill them
So they only talked about 1 Cantrip. You get 2 at the beginning and up to 4. (This is only for the basic Warlock and not including other oppositions that let you choose additional cantrips outside the warlock spell list) Assuming you’re not taking the pact of the blade what Cantrips would you take. In my opinion Eldritch blast is an obvious choice. However it also means you probably don’t want any other damage dealing cantrips. This leaves you with a few options. One that is Probably just as obvious to take at this point, prestidigitation. It’s not an attack spell and it gives a lot of options for things you can do. However it does mean that minor illusion is less valuable. Well minor illusion does it better both Spells can make illusions. So i would not take minor illusion but it is an honorable mention. Mage hand is my next chose. Also an obvious non damage dealing spell. Finally I would choose magic stone. This is sort of a damage dealing spell However it’s more of a creation spell. It allows others to do damage. Most important it is the only range of touch spell in the warlocks spell list. You are going to have a familiar if you don’t take pact of the blade. A familiar can have spells cast through them if its range of touch. If you don’t take this spell this part of the familiar is pretty much useless. But what do you think.
No mention of summon lesser or greater demons for warlock spell choices? what’s going on? (also what about the magic circle- planar binding combo? and Hex has some nice out of combat utility too.. although it is a bit dependent on DM discretion.. but I really like this idea of Hex’ing a leader/advocate’s charisma to effect their persuasion