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Warlock 5e Do You Know Your Patron Spells in Addition to the 9 Spells You Know

Dungeons & Dragons 5e: Best Warlock Builds

Warlocks are a sometimes underestimated course in Dungeons & Dragons, merely done well, they can be devastating spellcasters in their ain right.

Warlock cover

Playing a spellcaster in Dungeons & Dragons is notoriously more difficult than any other class, peculiarly for those new to the game as a whole. In that location are so many extra decisions that need to be fabricated, fifty-fifty on a turn-by-plough ground in combat, because players have a giant list of spells to sort through in addition to all the character's other feats and abilities. However, of all the D&D spellcasting classes, Warlocks are probably the easiest to chief.

Some players consider the Warlock'due south limited number of spell slots a liability, but the advantage of this is that a Warlock doesn't take to deal with multiple spell slot levels or change spells on a daily basis. Warlocks can learn what is arguably the game's strongest cantrip and other weaknesses the class might normally take tin be balanced out through a few specific choices during character creation. It's far easier than some might recollect to build a Warlock who could fill in the position unremarkably occupied by a Wizard or Magician.

The Warlock with a complementing background ensures the all-time Warlock build. The criminal and noble backgrounds could work as they offer extra Charisma skills, or perhaps Acolyte and Sage for players who desire their Warlock to become extra knowledge skills. With that last conclusion made, players should have a Warlock prepare to venture along into whatever Dungeons & Dragons campaign with the best possible build.

Updated December 2, 2021 past Kristy Ambrose: The Warlock class was added fairly recently to the D&D universe, and it's gone from being a fairly obscure combination course to becoming one of the near pop in the popular TTRPG franchise. This has a lot to exercise with the versatility of the course when it comes to game mechanics, party roles, and role-playing options, all of which come from your 5e Warlock build. Extra supplemental materials have widened the possibilities of playing a Warlock even more than, including recent additions similar Wild Beyond the Witchlight, and some unique homebrew ideas have gone mainstream. RPGs are all almost character customization, so nosotros've added a few more means to create the all-time Warlock build possible.

Warlock Races

Close-ups of three spellcasting characters from the covers of Dungeons and Dragons books

Sure, anybody could theoretically make a deal with an unknowable entity in exchange for power, but there are advantages to a few D&D races for 5e Warlock builds that the others don't take.

  • Tieflings. Bonuses to both Intelligence and Charisma brand this an obvious pick for a diverseness of spellcasting classes. Other perks include increased burn down resistance.
  • Changeling. This race can be plant in the realm of Eberron: Rising from the Last War. Changelings get a +ii bonus to Charisma and a +1 to whatsoever ability score of the player's choice.
  • Aasimar. Found in Volo'south Guide to Monsters, this race gets a +2 to their Charisma plus resistance to necrotic and radiant damage along with innate healing abilities.
  • Half-Elves. A archetype race that's been in D&D since the second edition, they go a +2 Charisma bonus and another +1 bonus to 2 other stats.
  • Satyr. Explore the Mythic Odysseys of Theros to play a Satyr, a race with a +2 to Charisma and +one to Dexterity, an ideal start for a Warlock of any build.
  • Variant Humans. Plant in the sourcebook Eberron: Ascension from the Last War, this is a highly customizable selection where you can choose a +1 bonus for any two different ability scores.
  • Yuan-ti Pureblood. Generous Charisma bonus of +2. It should be noted that some Warlocks can exist role-played as some variant on the Adept alignment, but not the Yuan-ti Pureblood.

Assigning Power Scores

Dungeons And Dragons Mordenkainen's Tome Of Foes Cover Art

Every class is divers past their power scores, and in the case of a Warlock, certain ones are essential when building the platonic character. The following are listed in guild of importance for starting any basic Warlock build, and the first iii are the most important regardless of what party role the Warlock takes.

  • Charisma, xvi+. Simply like Bards and Sorcerers, Warlocks are Charisma-based arcane spellcasters, which makes Charisma a no-brainer to assign every bit the Warlock's primary and highest stat. To exist considered "best build" textile, a Warlock's starting charisma score should be at to the lowest degree 16 or and college if possible.
  • Dexterity, 14-16. Players should aim to set the Warlock's dexterity score betwixt fourteen and 16. Dexterity is especially disquisitional for a melee Warlock, but it should be highly valued for any build in this class.
  • Constitution, 14-xvi. Determines the Warlock's striking point numbers and therefore goes a long mode towards building the character'southward ability.
  • Intelligence. Overnice for knowledge skills including arcana, but otherwise doesn't particularly empower the Warlock.
  • Wisdom. Decent for saving throws, which are very common, but little else, unless y'all program to multi-class into a Cleric.
  • Strength. The to the lowest degree important of all, this is your "dump stat" and fifty-fifty Hexblades don't get much utilize from it.

Making A Pact

Dungeons And Dragons Artwork Of A Cleric Casting A Divine Spell

Warlock subclasses are characterized past pacts and the beings that ability them, so each bracket reflects the characteristics and will of a different otherworldly being. The Warlock can brand a deal with this beingness to obtain their powers, and that being'due south nature determines the benefits and risks of the subclass.

At that place are several otherworldly patrons to choose from, with some choices being more popular than others. The following list doesn't include all of the options possible or any homebrew possibilities, just if y'all take a unique idea don't hesitate to reach out to your Dungeon Master.

The Fiend

Fire Elemental DnD boss
  • Source: D&D Player's Handbook
  • Role: Damage
  • Alignment: Evil, with some variation as to Lawful, Neutral, or Chaotic.
  • Primary Spells: Plenty of fire-based magic, starting with Burning Hands at Level 1.
  • Special Features: Abilities like Dark One's Blessing and Fiendish Resilience that requite your Warlock extra hit points and improved resistance against certain kinds of damage.

The Undying

  • Source: Sword Coast Adventurer's Guide
  • Function: Damage/Healing
  • Alignment: Adept or Neutral, with some variation every bit to Lawful, Neutral, or Chaotic.
  • Master Spells: 2d Level spells with both martial and spellcasting advantages.
  • Special Features: Defy Death and the Amid the Dead cantrip.

The Fathomless

call of cthulhu lovecraft
  • Source: Tasha'south Cauldron of Everything
  • Role: Damage/Crowd Command
  • Alignment: Anything on the Chaotic spectrum.
  • Primary Spells: Tentacle of the Deeps, Oceanic Soul
  • Special Features: This Warlock is a force to exist reckoned with in any campaign that involves h2o, and there are several including Waterdeep and Ghosts of the Saltmarsh, but it takes some artistic gameplay to make them equally equally effective on land.

The Archfey

  • Source: D&D Role player's Handbook
  • Role: Harm
  • Alignment: Tends to Neutral or Evil due to its inherent deceptive nature.
  • Chief Spells: Any spells from the schools of Illusion, Deception, and Enchantment.
  • Special features: Misty Escape and Dark Delirium, along with an expanded spell list for various levels.

The Celestial

  • Source: Xanathar's Guide to Everything
  • Part: Healing/Damage
  • Alignment: Practiced with some variation but usually Lawful.
  • Primary Spells: Healing Lite and Celestial Resilience.
  • Special features: A good diety instead of an evil one is your Patron, making this class something like a Cleric.

The Undead

Sorcerers Wizards Pathfinder split image undead and human
  • Source: Van Richten'south Guide to Ravenloft
  • Role: Damage
  • Alignment: Leans to Neutral alignments, just like Decease itself
  • Primary Spells: Form of Dread and False LIfe
  • Special Features: The access to Falde Life is what makes this Warlock bracket more than durable than others, and therefore ideal for a melee build.

The Hexblade

D&D-Warlock-Tiefling Hexblade Warlock RPG
  • Source: Xanathar'southward Guide to Everything
  • Office: Damage
  • Alignment: Player's choice
  • Chief Spells: 1st and second level spells that grant actress armor proficiencies
  • Special features: A spellcaster that besides does impressive melee weapon harm with improved AC and abilities like Hexblade's Curse.

The Genie

  • Source: Tasha's Cauldron of Everything
  • Role: Harm
  • Alignment: Histrion'southward choice
  • Main Spells: Depends on the blazon of Genie (Dao, Djinni, Efreeti, or Marid).
  • Special features: Genie's Vessel, which actually contains your patron.

The Great Old One

albino drow in D&D
  • Source: D&D Player's Handbook
  • Role: Damage
  • Alignment: Histrion's choice simply often Chaotic.
  • Master Spells: Early spells are a nice mix of damage, debuff, and crowd control.
  • Special features: Abilities such as Awakened Heed, which like Tongues combined with Telepathic Link.

Unearthed Arcana Archetypes

sword-coast-unearthed arcana

These are the Warlock Archetypes that are currently role of some D&D test play materials. Whether or not they make information technology into the Archives is a matter of trial and time.

All of the following Warlock Archetypes are establish in the Mages of Strixhaven module. These subclasses are unique in the sense that other classes of spellcasters can also choose them, hence the name. Each of these Archetypes is named after a college, and the magical power of each acts as the Warlock's patron. Each of the 3 classes that tin take this subclass has a unique path to follow, so don't get the impression this is a multiclassing choice.

Mage Of Lorehold

  • Classes: Wizard, Bard, Warlock
  • Level i Additions: Sacred Flame, a cantrip, and Comprehend Languages, a Level ane spell.
  • Primary Abilities: Lorehold Spells, Aboriginal Companion

Mage Of Witherbloom

  • Classes: Druid, Warlock
  • Level i Additions: The Spare the Dying cantrip along with the 1st level spells Cure Wounds and Inflict Wounds.
  • Principal Abilities: Essence Trap, Witherbloom Spells
  • Political party Office: Broaden a Warlock with existing healing powers with this choice of College, or use it to requite a Warlock with a damage-based build some useful healing options.

Mage Of Silverquill

  • Classes: Magician, Bard, Warlock
  • Level ane Additions: Sacred Flame or Barbarous Mockery, 1 of two handy cantrips, and the option of two skills from either Deception, Intimidation, Performance, Persuasion, or Insight.
  • Principal Abilities: Silver Barbs, Eloquent Apprentice
  • Party Part: An ideal way for a Warlock that'due south already defended to battlefield direction or oversupply control to augment an existing build.

Skills

Dungeons And Dragons The Difference Between Animal Companions & Familiars featured image

Every class has a few key skills and feats which suit them best, and the Warlock is no exception. Since any D&D character with a naturally high Charisma score is probable to be the party's face in social interactions, Warlocks would do well to take on Charisma-based skills.

  • Charade. Determines whether you tin convincingly hide the truth, blends nicely with your high Charisma score.
  • Intimidation. Effort to influence someone through overt threats, hostile actions, and physical violence. As well depends on Charisma.
  • Arcana. An power to recall lore about spells, magic items, magical traditions, and more. Related to Intelligence.
  • Religion. Measures your power to call back lore about deities, rites and prayers, and bits of other spiritual noesis.
  • Investigation. expect around for clues and make deductions based on those clues. Based on both Wisdom and Intelligence.

Feats

Dungeons and Dragons Fire Giant

A Feat is an extra ability that your character is granted depending on the class, your DM, or the module you're playing. At that place are some that are ideal for Warlocks specifically and spellcasters in full general.

  • War Caster. A must for Hexblades especially, every bit it gives Advantage to any concentration-based constitution saves.
  • Spell Sniper. Makes spells similar Eldritch Blast, already an astonishing cantrip, fifty-fifty more reliable.
  • Inspiring Leader. Backs upward the Warlock's natural charisma skills.
  • Elemental Adept. Adds fifty-fifty more 'fire' into the Warlock's firepower.
  • Warning. Allows the Warlock to lay downward spells with furnishings before enemies have a chance to do annihilation.

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