Warlock Subclasses 5e

Published on April 4, 2024, Last modified on April 29th, 2024

From Fiend-powered eldritch powers to Celestial-infused divine healing, what Warlock subclass will you choose?

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What is this guide?

This guide is meant as a deep dive into the 5e warlocks subclasses. For the full overview of the warlock class, check out our warlock class guide.

To allow you to scan through the options quickly, we use the following color rating scheme:

  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange Situationally good, but a below-average option otherwise
  • 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

Hexblade

Channel your powers through a weapon summoned from the plane of shadows.

Check out our Hexblade 5e guide for a more in-depth breakdown of the Hexblade subclass, including build recommendations, playstyle breakdowns, and an example build.

The Archfey

The Archfey Warlock focuses on using the glamor and magic of the fey to ensnare the senses of enemies.

Check out our The Archfey 5e guide for a more in-depth breakdown of the The Archfey subclass, including build recommendations, playstyle breakdowns, and an example build.

1st level

The Archfey 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 5th-level  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 for the Archfey warlock because it scales and is a great way to deal with pesky invisibility.

2nd level

  • Calm Emotions: The fact that this spell has two different use cases makes it decent, even if those events may not come up too often. Enemies often have effects that charm or frighten in an area of effect, so being able to suppress those effects also in an area of your choosing could save your whole party. When used on enemies, you can make them non-hostile for a whole minute, giving you enough time to escape. The main issue with this spell is the concentration and the relatively small radius.
  • 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 and better for builds with lower ACs than blur. Plus, it isn’t concentration.
  • Plant Growth: Slows down pesky enemies moving around a lot or trying to escape, but not particularly good at either. Also cool for story beats to restore nature that has been devastated by war.

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: Being able to attack or cast spells while invisible is a huge upgrade from regular invisibility. Give it to a melee party member and watch them get advantage on every attack and disadvantage on attacks against them, bonus points if it’s a paladin or rogue for extra crit + Divine Smite / Sneak Attack potential.

5th level

  • Dominate Person: Amazing spell when fighting humanoids. Taking over the mind of an enemy can completely swing the direction of the encounter. While spells like hold person can take an enemy of the fight, dominate person can make that enemy into an ally essentially creating a two for one. If you are fighting against humanoids a lot in the late game, this is a simply outstanding spell.
  • Seeming: Neat out of combat spell.
  • Fey Presence: Forcing WIS saves on everything in a 10ft cube or be charmed/frightened is akin to the Fear spell, which is great value especially at such a low level. Can help you get out of combat or for RP purposes.

6th level

  • Misty Escape: Similar to a combination of Misty Step and Invisibility that can be activated as a reaction. Very strong effect but can only be used once per short/long rest. Save this for when the consequences are especially dire.

10th level

  • Beguiling Defenses: Charmed is one of the more common conditions, especially in the higher tier of play. The immunity is great but being able to charm the enemy back is great value. It’s a situational feature that can end up really paying off a couple of times over the course of a campaign.

14th level

  • Dark Delirium: Pretty decent way to remove a creature from combat but it requires concentration. This is less effective than just banishing the creature because the effect ends if the target takes any damage. The upside is this is more powerful in RP scenarios.  Very “Mysterio” from Spider-Man: Far From Home.

The Celestial

Channel the power of an entity of the Upper Planes into divine healing energy.

Check out our The Celestial 5e guide for a more in-depth breakdown of the The Celestial subclass, including build recommendations, playstyle breakdowns, and an example build.

1st level

The Celestial spells:

Cantrip

  • Light: Useful, but there are plenty of ways around having to pick up this spell. As long as your not underwater, simple torch could save you a slot for another cantrip.
  • Sacred Flame: Good ranged damage option early on but not as good as eldritch blast. Scales well as a source of radiant damage and works with Radiant Soul.

1st level

  • Cure Wounds: A staple healing spell that is very unusual for Warlocks to possess. Unfortunately, it’s touch and costs a full action. Scales well with levels.
  • Guiding Bolt: Fantastic damage early on, and if the creature doesn’t die the next attack against it gets advantage which should do the trick.

2nd level

  • Flaming Sphere: Not the best damage, but AoE and the ability to move the sphere and continually cause damage as a bonus action makes this a good use of resources. Especially so if you are up against a horde of weak enemies. Damage scales well with warlock spell levels.
  • Lesser Restoration: Diseases and conditions do come up from time to time, so you’ll be happy to have this when they do.

3rd level

  • Daylight: The light cantrip on steroids. The biggest downside of this spell is the misleading name which causes people to think that this spell actually produces daylight, which can be helpful when fighting creatures with Sunlight Sensitivity. Dispelling darkness could be situationally useful.
  • Revivify: Every party needs a party member with revivify. The nature of D&D is such that PC deaths happen fairly easily, so your friends will be looking to you to save them from that fate. Because each round of combat is 6 seconds, a party member that dies during combat can typically be revived within 1 minute. Make sure you’ve got diamonds worth 300 gp on you if you’re planning on stocking this spell.

4th level

  • Guardian of Faith: A decent way to get some extra damage in if you know that a fight will take place in a specific location. Guardian of Faith can also be used as a sort of alarm when taking a long rest in a dangerous place. Doesn’t scale with Warlock spell levels.
  • Wall of Fire: Amazing battlefield control option to divide enemies and deal massive damage.

5th level

  • Flame Strike: Not particularly exciting when you compare it with fireball but seeing as the Celestial warlock doesn’t get fireball this is as good as your AoE will get.
  • Greater Restoration: Great spell to have that can get you or party members out of very tricky situations.
  • Healing Light: This option provides a really solid amount of bonus action, ranged healing. Because the pool of d6s scales with your Warlock level, this is as strong as the Paladin’s Lay on Hands feature even if the pool ends up being a bit smaller. This is very important for a Warlock-based healing class, so they won’t have to use their meager spell slots healing their party. Unlike most Warlock features, this only recovers on a long rest.

6th level

  • Radiant Soul: Resistance to radiant damage won’t come up all that often unless you’re in very specific circumstances. The addition of your CHA to one dice of fire and radiant damage is all well and good, but seeing as your spell slots are so limited you will likely end up relying on cantrips. The Agonizing Blast invocation combined with Eldritch Blast will still put out more damage than Sacred Flame and be more versatile.

10th level

  • Celestial Resilience: This is a lot of free temp hp at no cost (other than completing a short/long rest) for both you and your party.

14th level

  • Searing Vengeance: Once per long rest you can completely avoid making death saves and auto-heal to half hp. On top of that, you get to deal AoE radiant damage and blindness so it will be easier for you to get away from your assailants. Keep in mind this doesn’t work if you are killed outright. This allows you to focus your healing capabilities on other party members until you’ve burnt your use of Searing Vengeance each long rest.

The Fathomless

Draw power from the crushing, dark cold of the deepest oceans.

Check out our The Fathomless 5e guide for a more in-depth breakdown of the The Fathomless subclass, including build recommendations, playstyle breakdowns, and an example build.

1st level

The Fathomless spells:

1st level

  • Create or Destroy Water: Being able to conjure 10 gallons of water isn’t particularly effective unless you are dying of thirst in a desert.
  • Thunderwave: A fantastic, low-level way to knock opponents back if you find yourself in a sticky situation. Damage isn’t bad either but it targets CON saves.

2nd level

  • Gust of Wind: This spell is usually useless unless you find yourself in a rare situation where you can use it to push multiple enemies off of a cliff.
  • Silence: Silence is a niche spell with a high ceiling. It can be used in stealth scenarios but it’s most powerful usage is if you can target a caster who won’t be able to cast spells requiring a verbal component. Of course, it’s only a 20ft radius so you will either need to be fighting in close quarters or will need to find a way to prevent the caster from moving.

3rd level

  • Lightning Bolt: Does as much damage as fireball but has a less effective AoE because it’s a line rather than a circle.
  • Sleet Storm: Messes with enemy concentration, can extinguish flames, and has the potential to knock enemies prone.

4th level

  • Control Water: A very effective spell, but only if you’re around water.
  • Summon Elemental: Unfortunately, the water elemental is by far the weakest summon because it has the worst damage resistance and movement buff. That said, it is still effective and scales with higher spell slots.

5th level

  • Bigby’s Hand: Bigby’s hand truly does it all. It can do turn after turn damage, help you escape dangerous situations, hold down a baddy, and allow you to fly all while increasing your action economy because it only uses a bonus action to command. Warlock’s usually want to keep their bonus action open for hex, but the utility that Bigby’s hand provides is well worth it.
  • Cone of Cold: Not quite as potent as fireball or lightning bolt for the resource of a 5th-level spell slot and it targets CON saves which are a common proficiency in monsters.
  • Tentacle of the Deeps: This functions a lot like the Cleric’s Spiritual Weapon but it doesn’t require a spell slot. This feature can provide tons of damage and action economy over an encounter. The fact that the tentacle sticks around without needing concentration, is a bonus action to summon, has an effective damage type, works with Hex, and has a small debuff on hit makes it extremely effective.
  • Gift of the Sea: Both a swimming speed and being able to breathe underwater are effective in the case that you need to go underwater. Whether that happens a lot your campaign is completely based on the environments encounter.

6th level

  • Oceanic Soul: Cold damage is a nice resistance but the ability to communicate with other submerged creatures is very niche.
  • Guardian Coil: An ounce of prevention is worth a pound of cure. This feature should be reducing 1d8 (2d8 at higher levels) damage per turn, effectively healing for that amount every turn as long as you’ve placed the tentacle correctly (usually beside your melee party members).

10th level

  • Grasping Tentacles: Evard’s Black Tentacles is crowd control that grants the Restrained condition and continuous damage depending on if you can keep enemies in the area. This is made even more effective by the temp hp equal to your level every time you cast it and the lack of concentration requirement. Because of these two benefits, it will usually be worth it to cast Evard’s Black Tentacles even though you’ll be spending a 5th-level slot for a 4th-level spell.

14th level

  • Fathomless Plunge: Teleportation is always a good thing to have. Unfortunately, this teleportation is particularly limited. First, the distance can only be up to one mile. Second, you have to appear next to a pool of water that you’ve seen.

The Fiend

Summon the power of the Nine Hells to smite your enemies with fiery dark energy.

1st level

The Fiend spells:

1st level

  • Burning Hands: One of the better AoE damage spells you can get at 1st-level but there are better direct damage spells and better mass effect spells. This filler spell can be great if you catch a group of enemies close together.
  • Command: Very effective charm spell that can be very versatile in combat, you can lock down opponents, cause them to drop important items, and so on. Make sure the target can understand your language before casting. Unfortunately, it only lasts one round so using it out of combat is pretty tricky.

2nd level

  • Blindness/Deafness: Very effective debuff that doesn’t require concentration. The only downside is that it targets CON.
  • Scorching Ray: A potential 6d6 focused damage at a 2nd-level spell slot, can target multiple opponents, and has crit potential. Combines especially well with hex.

3rd level

  • Fireball: The gold standard for damage spells in 5e. This spell was intentionally designed to be overpowered for a 3rd-level slot, making it the most optimal choice when looking to lay the hurt down.
  • Stinking Cloud: Used in the right circumstances, like locking enemies in a room then casting this into the locked room or when an enemy has to funnel through a “choke” point (heh). Outside of these specific situations, it’s quite mediocre.

4th level

  • Fire Shield: Fire shield is a decent buff for martial casters but casters that prefer to maintain a distance likely won’t find much use for it. The fact that it provides resistances to two different damage types can make it especially potent for builds looking to tank for their party.
  • Wall of Fire: Amazing battlefield control option to divide enemies and deal massive damage.

5th level

  • Flame Strike: Not particularly exciting when compared to fireball. It does the same amount of damage but has a better damage type (half radiant/half fire) and has a slightly larger radius. The “improved” damage type doesn’t mean much because it still does half of it’s damage as fire damage. So, if you’re looking to work around fire resistance, this won’t be a worthwhile choice.
  • 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: A relatively solid amount of self-healing which is rare for Warlocks. Keep in mind that temp hp doesn’t stack.

6th level

  • Dark One’s Own Luck: Essentially a pseudo Bardic inspiration. What really holds this feature back from being effective is the inability to add it to attack rolls. Keep this handy for those really important saving throws.

10th level

  • Fiendish Resilience: Gaining resistance to a specific damage type for free is a huge advantage. Choose your damage type wisely based on what you think you’ll be encountering that day but keep in mind this can be changed at the end of a short rest if needed.

14th level

  • Hurl Through Hell: Take an opponent out of the fight for a full round and they take extra damage with no opportunity to save. 10d10 is a lot of damage and its damage type is psychic which isn’t a particularly common resistance.

The Genie

Make a deal with a genie to gain access to elemental abilities and the genie’s infamous wish-granting powers.

Check out our The Genie 5e guide for a more in-depth breakdown of the The Genie subclass, including build recommendations, playstyle breakdowns, and an example build.

1st level

  • Genie Expanded Spells: Each Genie subtype gives you access to different spells related to their element at each of the Warlock’s spells slots.
    • Genie Spells: Nothing truly amazing from this spell list other than wish, which you can now pick up with your Mystic Arcanum.
    • Dao Spells: Some battlefield control options but nothing spectacular.
    • Djinni Spells: Thunderwave, greater invisibility, and seeming are all worthwhile spells to have.
    • Efreeti Spells: Easily the best spell list. You get access to all of the damage-dealing classics.
    • Marid Spells: All of these spells are decent pickups. Good mix of utility, battlefield control, and AoE damage.
  • Genie’s Vessel: The Bottled Respite feature is essentially a mobile demi-plane. It can be used to take a safe short/long rest,  carry extremely large objects around without having to deal with their weight, and it can be used for infiltration if you combine it with find familiar. The additional damage equal to your proficiency bonus is a solid amount of damage to add to each attack.

6th level

  • Elemental Gift: A damage resistance and the ability to fly is a great passive bonus to pick up. Seeing as it doesn’t specify non-magical bludgeoning, this is likely the best pickup, followed closely by fire resistance.

10th level

  • Sanctuary Vessel: Now you can bring up to 5 friends to party in your magic lamp! The best feature here is obviously the ability to take a short rest in only 10 minutes, which will fully recharge your spell slots in 1/6th the time.

14th level

  • Limited Wish: Getting access to any spell from any class as long as it’s 6th-level or less and has the casting time of one action is incredibly powerful, especially because you don’t burn that spell slot or need any material components. Of course, this is limited from being an insanely powerful feature by the long cooldown time of 1d4 long rests.

The Great Old One

Draw upon the unfathomable power of eldritch beings to drive your enemies insane.

Check out our The Great Old One 5e guide for a more in-depth breakdown of the The Great Old One subclass, including build recommendations, playstyle breakdowns, and an example build.

1st level

The Great Old One spells:

1st level

  • Dissonant Whispers: One of the best 1st-level spells in the game. Verbal only components, good range, psychic damage, and can cause an enemy to move away from an ally. Not only does this provide support on the battlefield, but it can also cause an opportunity attack which makes the spell even more powerful.
  • 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. If you can, save this for non-humanoids and use hold person on humanoids.

2nd level

  • Detect Thoughts: Useful spell for interrogations, or to determine if there are any hidden creatures near your location.
  • Phantasmal Force: There are extreme situations where this could be useful, but it is simply not a good spell.

3rd level

  • Clairvoyance: Not many situations will call for this spell but it can be useful for scouting.
  • Sending: 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: Crowd control that grants the Restrained condition and continuous damage depending on if you can keep enemies in the area.

5th level

  • Dominate Person: Amazing spell when fighting humanoids. Taking over the mind of an enemy can completely swing the direction of the encounter. While spells like hold person can take an enemy of the fight, dominate person can make that enemy into an ally essentially creating a two for one. If you are fighting against humanoids a lot in the late game, this is a simply outstanding spell.
  • Telekinesis: This is a great spell to have perpetually stocked. Toss enemies around the battlefield or crush your enemies with a giant rock.
  • Awakened Mind: Great for RP purposes.

6th level

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

10th level

  • Thought Shield: Cool idea but psychic damage is quite uncommon.

14th level

  • 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 Undead

Break free from the circle of life and death by channeling the power of a patron who exists beyond death’s veil.

Check out our The Undead 5e guide for a more in-depth breakdown of the The Undead subclass, including build recommendations, playstyle breakdowns, and an example build.

1st level

The Undead spells:

1st level

  • Bane: A simple and effective low-level debuff. Scales well with warlock spell slots.
  • False Life: A good way to get temp hp, but you will be given a better way to do this in your Form of Dread feature. Still, one-hour duration and no concentration can make this a worthwhile way to heal after your Form HP have run out.

2nd level

  • Blindness/Deafness: Very effective debuff that doesn’t require concentration. The only downside is that it targets CON.
  • Phantasmal Force: There are extreme situations where this could be useful, but it is simply not a good spell.

3rd level

  • Phantom Steed: Situational. If you need to do any serious traveling, this spell means you won’t need to buy a horse but only lasts for one hour.
  • Speak with Dead: Get some interesting lore, help solve a mystery, or get advice on how to proceed through a dungeon.

4th level

  • Death Ward: Has an 8-hour duration and doesn’t require concentration so it could be a good spell to cast pre-emptively if you have the ability to regain spell slots during a short rest.
  • Greater Invisibility: Being able to attack or cast spells while invisible is a huge upgrade from regular invisibility. Give it to a melee party member and watch them get advantage on every attack and disadvantage on attacks against them, bonus points if it’s a paladin or rogue for extra crit + Divine Smite / Sneak Attack potential.

5th level

  • Antilife Shell: Great option if you find yourself in trouble in melee combat. It will also hedge out your allies so keep that in mind.
  • Cloudkill: Not great in an open field but if you can get the drop on an enemy or contain a group of enemies within the spell it can be very effective because it deals damage turn after turn, as long as the caster keeps concentration. It can also be effective to block off a vantage point used by ranged enemies.
  • Form of Dread: The temp HP are great and scale with level. The free Frightened effect once per turn is an amazing addition to your Eldritch Blasts. The only downside is the effect automatically ends, as opposed to continuing until the creature saves.

6th level

  • Grave Touched: Not needing to eat or drink can be helpful in some survival situations but not needing to breathe is effective in all sorts of different scenarios. The ability to switch out your damage for necrotic damage isn’t particularly worthwhile for Warlocks, who will be doing the majority of their damage via force damage from Eldritch Blast. The real magic happens when you can roll an additional damage dice while in your form of dread once per turn. An extra d10 of damage per turn really stacks up over the course of an encounter.

10th level

  • Necrotic Husk: You now have resistance to necrotic damage most of the time and immunity when you’re in your form of dread. Necrotic damage is a great immunity in the late tier of the game because it’s when casters will start to target you with Finger of Death and the like. Additionally, you get a feature that allows you to resist death and instead deliver an AoE attack at the cost of 1 level of exhaustion.

14th level

  • Spirit Projection: There is a lot to unpack in this feature. First off, you can pick up more damage resistances from bludgeoning, piercing, and slashing. Second, you gain a flying speed and can move through objects and walls. This combined with the fact that you can teleport your body to your spirit gives you one of the most effective infiltration features in 5e. Third, if you combine this with your Form of Dread you can turn any attack’s damage to necrotic, get to roll an additional damage dice, then heal half that damage. The biggest caveat to this feature is that your body remains and can be attacked. While this is fine for exploration and infiltration, if you want to use this feature in battle consistently the answer could be as easy as sticking yourself in a bag of holding seeing as you don’t need to breathe.

The Undying

Gain mastery over death with the help of an unnaturally immortal patron.

1st level

The Undying spells:

1st level

  • False Life: Temporary hit points are always useful, especially at very low levels where characters can be taken out in a single hit.
  • Ray of Sickness: Damage isn’t great but Poisoned is a nasty condition. Unfortunately, the save targets CON, a common proficient saving throw, and immunity to the Poisoned condition is also fairly common. Don’t try to cast this at Constructs, Fiends, or Undead at the very least.

2nd level

  • Blindness/Deafness: Very effective debuff that doesn’t require concentration. The only downside is that it targets CON.
  • Silence: Silence is a niche spell with a high ceiling. It can be used in stealth scenarios but it’s most powerful usage is if you can target a caster who won’t be able to cast spells requiring a verbal component. Of course, it’s only a 20ft radius so you will either need to be fighting in close quarters or will need to find a way to prevent the caster from moving.

3rd level

  • Feign Death: Extremely niche. Could be useful if you are attempting to recreate Romeo and Juliet.
  • Speak with Dead: Get some interesting lore, help solve a mystery, or get advice on how to proceed through a dungeon.

4th level

  • Aura of Life: Protection from hit point maximum reduction is very situational, although resistance to necrotic damage is handy when facing the undead. Bringing up all downed allies within the radius at the start of their turn sounds useful, but you will need to maintain your concentration until then for this to have an effect.
  • Death Ward: Has an 8-hour duration and doesn’t require concentration so it could be a good spell to cast pre-emptively if you have the ability to regain spell slots during a short rest.

5th level

  • Contagion: The poisoned condition is a pretty strong one and this spell grants the condition on-hit for at least 3 turns. You get the potential for more turns under the poisoned condition and a lasting effect which are both quite strong. Make sure to avoid casting this on constructs, undead, fiends, or elementals.
  • Legend Lore: Gain some knowledge on things of legendary importance. While cool, it doesn’t do much most of the time.
  • Among the Dead: Spare the dying isn’t the most effective cantrip, and diseases aren’t particularly prevalent in the world of D&D. Also, the Sanctuary-esque effect is only against attacks from undead which may or may not be common in your campaign.

6th level

  • Defy Death: Automatically pop up with 1d8 + CHA mod HP whenever you succeed on a death saving throw or turn your spare the dying cantrip into a cure wounds but only for downed allies. While this isn’t great to start, you can only use it once per long rest.

10th level

  • Undying Nature: You don’t need to eat, breathe, or sleep but you still need to rest. Also, you age slower. Really not much here.

14th level

  • Indestructible Life: Restore 1d8 + Warlock level HP as a bonus action once per long rest. Also, you can reattached severed limbs. The healing is nice but this just isn’t much for a capstone ability.

Sources Used in This Guide

  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Other Warlock Guides

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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