The DnD 5e Warlock Guide

Published on March 12, 2020

, Last modified on June 25th, 2020

In this post, we will be examining the Warlock’s Class Features and how you can optimize your Warlockthrough choosing your Race, Ability Score, Spells, Feats, etc. This article will focus primarily on content from the Dungeon Master’s Guide and Player’s Handbook, but will also delve into some of the content in the Sword Coast Adventurer’s Guide and Xanathar’s Guide to Everything.

What is this guide?

This guide is meant as a deep dive into the DnD 5e Warlock. For a quick overview on the Warlock Class, see our breakdown of the DnD 5e Classes. You can see the Warlock Class Features here.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your Warlock. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange is an OK option
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

So if you’re ready, give some props to your Patron and prepare for a lot of Eldritch Blasting.

Did you know?

D&D Beyond can help create your characters by making choices using a step-by-step approach. Full customization and control of your character, none of the flipping through hundreds of pages to reference obscure rules.

Before You Start

Races

Dwarf: The Warlock won’t be tanking any time soon, even if they are going Pact of the Blade. Additional hitpoints are not really helpful.

  • Hill: A bonus to WIS can occasionally help with Wisdom saves, but additional hitpoints aren’t useful.
  • Mountain: STR on a Warlock? Not very useful.

Dragonborn: Increasing your STR by 2 and CHA by 1 isn’t anything to turn your scaled nose up at. The breath weapon can help with limited spells.

Elf: Elves get a DEX bonus which can somewhat help the AC of a Warlock. Proficiency in Perception and having Darkvision is useful.

  • Drow Elf: A +1 to CHA is just what you’re looking for, and so is the flavor. Just don’t go out in sunlight!
  • High Elf: High Elves get an INT boost and a free Wizard cantrip of your choice. The INT bonus will be wasted but an extra cantrip is always welcome. If you are playing a Hexblade, grab Booming Blade or Green Fire Sword.  
  • Wood Elf: Nothing here is beneficial as a Warlock.

Half-Elf: A +2 to CHA and 2 skills of your choice is a solid pick.

Gnome: You don’t need a bonus to INT as a Warlock.

  • Forest: Nothing here is beneficial as a Warlock.
  • Rock: Nothing here is beneficial as a Warlock.

Half-Orc: STR and CON bonuses, let’s move on.

Halfling: The DEX bonus again marginally helps with AC problems and the Lucky trait is always nice to have.

  • Lightfoot: +1 to CHA, in addition to the bonus to DEX and Lucky from the Halfling traits is pretty nice.
  • Stout: Let your beefy party members worry about CON. 

Human: Humans are always decent.

  • Vanilla: A middle of the road pick because they increase all their ability scores by 1.
  • Variant: Getting bonus CHA plus a proficiency and a feat at first level is typically pretty good. Feats aren’t great for Warlocks that aren’t going to run with Hexblade, which makes this choice a bit less appealing if you do not plan on going for that option.

TieflingTieflings get a +2 boost to CHA, a free cantrip, and free spells at higher levels making them the best class choice for a Warlock.

Ability Scores

Ability Score Increases (ASI) at 4th, 6th, 8th, 12th, 14th, 16th, and 19th level.

Warlocks need CHA and nothing else is critically important.

STR: Just no.

DEX: Early AC can help survivability, but there are better options.

CON: More hitpoints and better CON saves make the Warlock less squishy.

INT: Dump this stat for sure.

WIS: Can help with WIS saves and Perception.

CHA: This is the most important stat for the Warlock, pump this as high as you can.


Warlock Class Progression

1st Level

Hit Points: Warlocks have a decent d8 hitdice. Better than the Sorcerer and Wizard. On par with the Druid and Cleric.

Saves: Proficiency with WIS and CHA are pretty great, especially at higher levels. Missing out on proficiency to DEX saves hurts though.

Weapon/Armour Proficiencies: Light Armour and Simple Weapons is likely good enough for your Warlock. Pact of the Blade gives you automatic proficiency with the weapon you conjure.

SkillsUnfortunately the Warlock only gets to pick two skills from their not-so-good Skill pool:

  • Arcana (INT): You will probably be leaving this up to other party members. If you have no other casters in your party it might be worth a take but dumping INT will make this tough.
  • Deception (CHA): Probably the best Skill in your pool and plays nice with the Warlock’s propensity to stack CHA.
  • History (INT): Same as Arcana.
  • Intimidation (CHA): Honestly, Deception is way better.
  • Investigation (INT): Again, hopefully somebody else is stacking INT.
  • Nature (WIS): Neat in a pinch, but low WIS can make this tricky.
  • Religion (INT): Same as History and Arcana.

Pact Magic: Pact Magic is a totally unique mechanic for Warlocks. Essentially you have a very limited pool of spell slots and you can only cast spells at their highest level (For example, a Level 5 Warlock has 2 Spell Slots and always casts them at at 3rd level). The good news is that your very limited spell slots recharge on a short rest, the bad news is that if you don’t get short rests very often you will become reliant on cantrips.

Otherworldly Patron

Archfey

Archfey Expanded Spells

  • 1st Level
    • Sleep: Sleep is a very good 1st level spell slot. It can easily end encounters at lower levels. By the time you reach level 5 it will be pretty useless unless you want a semi-consistent way of none lethal damage.
    • Faerie Fire: Faerie Fire is a better spell overall than Sleep because it scales and is a great way to deal with pesky invisibility.
  • 2nd Level
    • Calm Emotions: Not a good spell. If any of the hostile creatures make their CHA saves, you will still be in for a bad time. Also, only a 20ft radius and it’s concentration.
    • Phantasmal Force: There are extreme situations where this could be useful, but it is simply not a good spell.
  • 3rd Level
    • Blink: 50% chance of completely avoiding any damage for a turn is more consistent over a long period than Mirror Image.
    • Plant Growth: Could be useful in certain circumstances when you need to control the battlefield.
  • 4th Level
    • Dominate Beast: Not many Beasts are going to be worth your 4th level spell to Dominate. If you’re fighting a CR8 T-Rex you’ll wish you had this spell.
    • Greater Invisibility: Great spell to avoid damage in combat while also getting advantage on your attacks. Also, you can give it to a melee teammate for a very potent, hard to hit damage dealer.
  • 5th Level
    • Dominate Person: Amazing spell, can be useful in combat and RP scenarios.
    • Seeming: Neat out of combat spell.

Fey Presence – Forcing WIS saves on everything in a 10ft cube or be charmed/frightened is a pretty solid effect. Can help you get out of combat or for RP purposes.

Misty Escape – Turning invisible and teleporting 60ft is a great way of avoiding damage.

Beguiling Defenses – This is situational but could certainly be a benefit.

Dark Delirium – Pretty decent way to remove a creature from combat but it requires concentration. Very “Mysterio” from Spider-Man: Far From Home.

The Fiend

The Fiend Expanded Spells

  • 1st Level
    • Burning Hands: Great AoE and guaranteed half damage.
    • Command: Solid spell that can be used in and out of combat.
  • 2nd Level
    • Blindness/Deafness: Very powerful effect but is somewhat mitigated by the fact that creatures make a save after every turn.
    • Scorching Ray: This spell has upsides and downsides. If you hit all 3 rays, dealing 6d6 with a 2nd level spell is a great deal, also being able to attack multiple targets is certainly a plus. There is no guaranteed damage so rolling poorly feelsbadman.
  • 3rd Level
    • Fireball: It’s fireball. It’s great.
    • Stinking Cloud: Used in the right circumstances this can be effective, but it is a tough spell to nail.
  • 4th Level
    • Fire Shield: Likely not a great option unless you are caught in combat.
    • Wall of Fire: Amazing battlefield control option.
  • 5th Level
    • Flame Strike: Not particularly exciting when you compare it with Fireball.
    • Hallow: More of a DM spell than a player spell. It has an extremely long casting time and no particularly potent effects.

Dark One’s Blessing – Great and rare self healing mechanism.

Dark One’s Own Luck – Better than getting advantage on a roll, keep it in your pocket for important checks or saves.

Fiendish Resilience – Gaining resistance to a specific damage type is a huge advantage. Choose your damage type wisely.

Hurl Through Hell – 10d10 is a lot of damage to take with no ability to save (as long as it’s not a fiend).

The Great Old One

The Great Old One Expanded Spells

  • 1st Level
    • Dissonant WhispersOne of the best spells in the game that can grant an attack of opportunity on a failed save. If used correctly, this is one hell of a damage dealer.
    • Tasha’s Hideous Laughter: Poor man’s Hold Person. Still a great spell but the fact that they get to make saves after each time they take damage drastically reduces its effectiveness.
  • 2nd Level
    • Detect Thoughts: Situational spell that can be used effectively if you’re clever.
    • Phantasmal Force: There are extreme situations where this could be useful, but it is straight up not a good spell.
  • 3rd Level
    • Clairvoyance: Situational but good for planning/avoiding an ambush.
    • Sending: Again, situational but it’s a nice utility spell. Hopefully you don’t have to waste your precious spell slots on it but if you need to make a long distance call right before taking a short rest it can prove useful.
  • 4th Level
    • Dominate Beast: Not many Beasts are going to be worth your 4th level spell to Dominate. If you’re fighting a CR8 T-Rex you’ll wish you had this spell.
    • Evard’s Black Tentacles: Extremely good area control spell, almost as good as Wall of Fire.
  • 5th Level
    • Dominate Person: Amazing spell, can be useful in combat and RP scenarios.
    • Telekinesis: Great in combat and out of combat utility spell.

Awakened Mind – Great for RP purposes.

Entropic Ward – Consistent way to avoid getting hit. Will be a significantly more useful if you have a somewhat decent AC.

Thought Shield – Cool idea but psychic damage is one of the more uncommon types.

Create Thrall – Create thrall is a great RP opportunity and allows your Warlock to influence just about any NPC in the game.  The incapacitated condition is fairly easy to achieve through other conditions (Paralyzed, Stunned, Unconscious) or using other spells (Sleep, Tasha’s Hideous Laughter, Hypnotic Pattern, or a Hold). Once established, it does not allow for any type of save and the target can be communicated with as long as you’re on the same plane.

The Hexblade

The Hexblade Expanded Spells

  • 1st Level
    • ShieldThis an amazing option for any melee fighter. Unfortunately it doesn’t scale with Warlock spell slots. It would feel bad casting anything above a 1st or 2nd level spell on this.
    • Wrathful Smite: Decent smite but doesn’t scale with levels and takes concentration so you are unable to keep Hex online.
  • 2nd Level
    • Blur: Again, good option for melee fighter but doesn’t scale with Warlock spell slots. Pick it up when you can, drop it when you can.
    • Branding Smite: Does a medium amount of damage and can make an invisible target visible…Not a solid pick for Warlocks.
  • 3rd Level
    • Blink: 50% chance of completely avoiding any damage for a turn is more consistent over a long period than Mirror Image.
    • Elemental Weapon: The bonus to attack rolls and damage rolls make this a viable option over Hex at lower levels. If you have a magical weapon bound that can give you pluses to hit and damage, Hex will likely be a better option.
  • 4th Level
    • Phantasmal Killer: Great spell that scales and can provide a ton of damage if the creature fails a couple saves.
    • Staggering Smite: Same issue as the other smites. Doesn’t scale and requires concentration.
  • 5th Level
    • Banishing Smite: Awesome use of a 5th level spell slot. Can get rid of a single target with one strike.
    • Cone of Cold: Great AoE that is slightly below Fireball damage.

Hexblade’s Curse – Damage is comparable to Hex so if you see a target you want dead, this is a great option.

Hex Warrior – Medium armour, shields, and martial weapons certainly make this class more viable. The biggest thing here is being able to attack with your CHA bonus. This makes you the only subclass that can use a single Ability score for melee and ranged, which will allow you to stack CON for more HP, DEX for higher AC, or INT for……Intelligence.

Accursed Specter – Great at lower levels and still a decent trick to have at higher levels. It will help out your party’s action economy.

Armour of Hexes – Every attack that “hits” you has a 50% chance of missing. Combine this with Blink or Blur and never be hit again!

Master of Hexes – This is a powerful ability that will allow you to gain the benefit of Hex and Hexblade’s Curse consistently throughout a battle.

2nd Level

You gain 2 Eldritch Invocations. See Eldritch Invocations below.

3rd Level

Pact Boon

Pact of the Chain – The imp is an absolutely amazing scout. It gets shapeshifting, flight, invisibility, and the poison attack can come in handy. Combine this with Voice of the Chain Master Invocation and annoy your party and DM by ruining all surprises!

Pact of the Blade – Blade Warlock’s struggle a lot with Ability Scores and damage per round unless you are going to go with the Hexblade Patron.

Pact of the Tome – Really solid seeing as you can pick up Guidance, Vicious Mockery, and Minor Illusion. Three cantrips that don’t do a ton of damage (Eldritch Blast has you covered) but will massively increase your utility.

11th Level

Mystic Arcanum: Nice way to boost the spell slots your Warlock has access to. Choose a spell that doesn’t scale with levels. See the Spells section to get suggestions on good Mystic Arcanum spells.

You get a 7th level spell at 13th Level, 8th level spell at 15th Level,  and 9th level spell at 17th Level.

20th Level

Eldritch Master: A minute is 10 rounds of combat so this isn’t useful if you’re in a fight. If you can find a minute between fights, you can usually find 60 minutes to do a short rest. This is a disappointing capstone ability.

Eldritch Invocations

Agonizing Blast – This is one of the best Invocations out there. The damage increase on the Warlock’s favorite cantrip is too good to give up.

Armor of Shadows – Not a huge difference over your light armor proficiency.

Beast Speech – This is not going to help your Warlock. Be a Druid if you want to chat with your animal buddies.

Beguiling Influence – You already have the option to choose Deception from your class proficiency. Don’t waste an Invocation on getting Persuasion.

Devil’s Sight – Pairing this Invocation with the Darkness spell can give you a massive advantage in combat and stealth. Remember that your party probably can’t see in magical darkness.

Book of Ancient Secrets Ritual casting is a big deal to help with the Warlock’s meager spell slots. That being said, there aren’t many 1st level Rituals that are particularly good.  If you have a Wizard in your party, skip this.

Eldritch Sight – If you want this, pick up Book of Ancient Secrets. Grab Detect Magic and another ritual while you’re at it.

Eldritch Spear – This could be fun if you want to be a cheesy, long range spellcaster.

Eyes of the Rune Keeper – If you want this, pick up Book of Ancient Secrets. Grab Comprehend Languages and another ritual while you’re at it.

Fiendish Vigor – This is a help at lower levels but an average 6hp doesn’t make a huge difference.

Gaze of Two Minds – Cool flavor, very situational.

Mask of Many Faces – Solid ability to help with your proficiency in Deception, especially in stealthy or political situations.

Misty Visions – If you get creative, this could be very useful.

Repelling Blast – Great effect that you could use to get out of melee range and not have to disengage. No save on the push effect so it can be deadly around cliffs.

Thief of Five FatesBane is a solid debuff.

Voice of the Chain Master – This can turn your Familiar into an amazing option for a scout, especially if you chose the imp.

5th Level

Mire the Mind – Slow is another solid debuff, unfortunately it doesn’t scale with your spell slots.

One with Shadows – This can help you avoid damage and get advantage on attacks.

Sign of Ill Omen – Bestow Curse is another solid debuff but the scaling with spell slots isn’t exactly worth it.

Thirsting Blade – This is required if you are going Pact of the Blade. If not, don’t take this.

7th Level

Bewitching Whispers – With Compulsion you can make creatures safely walk in a general direction. Not sure it’s worth it.

Dreadful Word – Confusion isn’t a great debuff and doesn’t scale well with levels.

Sculptor of Flesh – Polymorph is a great spell, but doesn’t scale with levels. If you have somebody else in your party that knows it I would skip this.

9th Level

Ascendant Step – Levitate is an alright self buff that can get you out of melee range. Casting at will without using a spell slot is also nice.

Minions of Chaos – Solid spell that scales well with spell slots. Great for Action Economy.

Otherworldly Leap – Jump is a bad self buff.

Whispers of the Grave – Speak with Dead is a great utility spell to have at will.

12th Level

Lifedrinker – Awesome damage buff for any Pact of the Chain Warlock.

15th Level

Chains of Carceri – At 15th level, you will likely be running into Celestials and Fiends. This is a must if you are in a campaign that frequents those creatures.

Master of Myriad Forms – Not necessary with Mask of Many faces available since level 2.

Visions of Distant Realms – Arcane Eye is a great scouting option. If you took Pact of the Chain and grabbed the imp, you do not need this as a scouting tool.

Witch Sight – Certainly a neat trick that will come in handy at least a couple times in your campaign.

Feats

Many feats aren’t suited to the Warlock Class, but we will go over the ones that you may consider.

  • Alert: Being up higher in the initiative order can be very valuable for a Warlock.
  • Elemental Adept: The bonus damage is negligible but if most of your damage comes from one element then go for it.
  • Great Weapon Fighting: Great feat for Pact of the Blades. You can get advantage easily using Darkness and the Devil’s Sight Invocation to make it more reliable.
  • Lucky: Lucky is a feat that is useful to any character.
  • Spell Sniper: Increased range and ignoring cover on spell attacks is fantastic.
  • War Caster: Advantage on CON saves and casting spells as opportunity attacks are both beneficial components of this feat. If you are a Pact of the Blade Warlock this is necessary.

Spells

Warlocks have access to a lot of spells. Therefore, we think it would be the most beneficial to only talk about our favorite spells at each level, and which ones to avoid. Just remember that this doesn’t mean the ones we don’t mention are necessarily bad or don’t have a purpose.

Cantrips

  • Eldritch Blast: This is your bread and butter as a Warlock. Scales with damage that can rival any melee fighter. Make sure to pick up the Agonizing Blast Invocation.
  • Minor Illusion: Easily the most versatile spell in the game. Great choice for a cantrip.
  • Prestidigitation: A bit less useful than Minor Illusion but still solid.
  • Mage Hand: Can be a very useful cantrip if used right.
  • Chill Touch: With Eldritch Blast at your disposal you don’t need any other damage dealing cantrips.
  • Poison Spray: With Eldritch Blast at your disposal you don’t need any other damage dealing cantrips.

1st Level Spells

  • Armour of Agathys – Great self buff that can provide some temporary HP and does damage if you get hit. If you’re a Pact of the Blade Warlock you definitely want this. Scales with your level.
  • Arms of Hadar – Decent AoE and allows you to escape on a failed save. Only take this if you are a Pact of the Blade Warlock.
  • Hellish Rebuke: Awesome use for your reaction. Scales with levels.
  • Hex – This is the Warlock equivalent of Hunters Mark, making it a really, really good spell. Takes your concentration slot.
  • Protection From Evil and Good: Amazing protective spell against many creatures types you face in D&D 5e. Doesn’t scale with levels to don’t take this if you have another caster.
  • Witch Bolt: Underwhelming damage when compared with your Eldritch Blast and Agonizing Blast.

2nd Level Spells

  • Cloud of daggers: If you can find a funnel point or can have your melee fighters push creatures into the cloud it can do mega damage. Scales with levels.
  • Crown of Madness: This spell has a lot of crippling limitations because of it’s powerful effect at such a small level. Skip this until you can Dominate Monsters.
  • Darkness: Combos great with Devil’s Sight.
  • Enthrall: Not a good spell.
  • Hold Person: This can be encounter breaking against humanoids. Scales well with levels.
  • Invisibility: Certainly a good spell but blowing a higher level spell slot on situations where you don’t need to make more than one thing invisible isn’t great.
  • Mirror Image: Good self buff but doesn’t scale with levels.
  • Misty Step: Good option to get out of tough sitations, if you’re looking for a late pickup this could be a good choice. Doesn’t scale with levels.

3rd Level Spells

  • Counterspell: You don’t necessarily want your Warlock to be blowing spell slots on Counterspell, but if nobody else has it you need to take it.
  • Dispel Magic: Same as Counterspell.
  • Fear: Amazing crowd control spell. Particularly good because they don’t get to retry the save until they break line of sight.
  • Fly: Decent self buff but not something you want to be wasting spell slots on.
  • Hunger of Hadar: Decent crowd control option, solid damage if you can keep baddies in there or cast it at a choke point. It has been confirmed by Jeremy Crawford that the Devil’s Sight Invocation cannot see into the spell’s area. It doesn’t stack with spell levels which makes it less viable for a Warlock long term.
  • Hypnotic Pattern: Another great crowd control spell, take this or Fear based on your flavor.
  • Vampiric Touch: Gives you a 3d6 melee weapon with life drain as long as you can concentrate but those concentration checks are going to kill you. You essentially need War Caster to make this worth it.

4th Level Spells

  • Banishment: Solid spell to take a creature or two out of the fight.
  • Blight: 4th level single-target spell that targets a common save. It barely outdamages 4th-level fireball and flat-out doesn’t work on some common creature types. SKIP.
  • Dimension Door: Decent spell but doesn’t exactly do much for Warlocks.

5th Level Spells

  • Contact Other Plane: Very niche.
  • Dream: Low key one of the best spells in the Warlock’s arsenal. This can really mess with the BBEG of the campaign.
  • Hold Monster: Spell that can take a creature out of the fight. Allows for a save after each turn which makes it worse than Banishment for consistently keeping a monster out of the fight, but the monster can be attacked with advantage which will make quick work of it after it fails a save or two.
  • Scrying: Useful but niche.

6th Level Spells

  • Circle of Death: If you can pickup fireball, you don`t need this at all. Necrotic is a semi popular damage resistance as well.
  • Conjure Fey: There are only Feys up to CR3 in the MM (Green Hag). The only Beast you can use is Mammoth. If you are playing with more services you can make it more worth it.
  • Eyebite: There are much better crowd control options for lower spell slots.
  • Mass Suggestion: This is a ridiculous spell that could easily swing encounters in your favor.

7th Level Spells

  • Finger of Death: Very nice damage with the potential to make a little zombie buddy!
  • Plane Shift: Good utility to run away from a fight that has turned south, or force a CHA save to avoid getting banished.
  • Forcecage: No save and no way to get out once you get put in. This spell is a great way to contain a scary melee creature.

8th Level Spells

  • Demiplane: Good utility spell, if you have a strong buddy or good persuasion spells you can create your own demi-prison system.
  • Dominate Monster: Extremely good option to help swing the tides of battle in your favor
  • Feeblemind: Encounter ending debuff if you hit a spellcaster with it. Usually spellcasters at this level will have a very strong INT save or Legendary Resistance.
  • Glibness: A seemingly small effect for such a high level spell, although it can be useful in niche circumstances.
  • Power Word StunYou can auto stun a creature that has less than 150hp, but they get to make a save at the end of each of their turns.

9th Level Spells

  • Astral Projection: Niche and you will probably have some other reason of getting to the Astral Plane if you need to be there.
  • Foresight: Insane Buff and Debuff and its not concentration.
  • Imprisonment: There are other ways to permanently dispose of those big baddies.
  • Power Word Kill: Very mechanically interesting spell. Essentially, you can auto kill a creature if they have less than 100hp. Now, as a player we do not know how much HP a monster has, but an Investigation or Insight check might allow some clues as to whether or not they’re close.
  • True Polymorph: If you manage to concentrate successfully for an hour, the effect can be permanent. The added flexibility of turning a creature into an object, or vice-versa, is really powerful.

6 thoughts on “The DnD 5e Warlock Guide

  1. Hi!

    Great guide, it was really helpfull. The only thing I had to research a bit deeper on is the combination of Devil’s Sight and Hunger of Hadar. (mentioned at the 3rd level spells: Hunger of Hadar)

    After reading many opposing opinions on this, I did see Jeremy Crawford make a twitter statement opposing the idea that Devil’s Sight can see through Hunger of Hadar, even when on the outside: https://twitter.com/JeremyECrawford/status/704828756616044544

  2. Hey man thanks! Found each and everything in this article i was looking for. From Warlock cantrips details to each and every patrons discussion. Very well explained content, sure looking at other post to gain more information about dungeons and dragons, as i am a newbie to this game i will be learning as many thing possible. And make this sensation more familiar in my region, thatswhy i also started blog on warlock to get my people interest in this game, i hope you will like it.

  3. In general, I enjoyed this. But I want to make a few critiques.
    Mountain Dwarves do make good Hexblades and can have great flavor as Dwarven society outcasts.

    Warlocks are expected to be casters, and unless you’re a blade pact, I find not having INT to be really bad pragmatically, even if you’re not the only caster. So much is driven from Arcana and Religion checks.

    I play an Archfey pact of the tome, and I love Phantasmal force. It’s a 2nd level spell that can nerf low intelligence creatures. We had a recent adventure where we had a giant monstrous underwater creature. Unlike hypnotic pattern, a phantasm isn’t disturbed when the target takes damage. I held the phantasm, everyone else went in for the kill, and voila… it’s sushi night!

    Finally, Eldritch Sight is incredibly useful. Ritual cast can replace things like Eyes of the Runekeeper, but being able to see magic, including items or illusions at will has proven to be my most used invocation, hands down. In combat, or other situations requiring quick action, you can’t whip out a book and read for 10 minutes. Being able to see the nature of magic around you is just a great advantage.

    1. Thanks for reading Rich!

      The best part about D&D (especially 5e) is most builds are viable and fun and, depending on the DM and party, different things are going to be more useful than others.

      These guides are meant to be more of an “at a glance, how are Warlock’s supposed to work?”, which is why we focus on CHA based casting and spells/invocations that can support the Warlock’s lack of spell slots.

      Thanks again!

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