How It Works Primer Guides Tools Pricing About FAQ Blog Contact Sign in Sign Up

D&D 5e (2014) Class GuideWarlock Guide: Build, Spells and Ratings

The best races, feats, spells and invocations for a 2014 rules warlock, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d8
Saving throws
Wis, Cha
Primary ability
Charisma
Armor
Light
Difficulty
Moderate
SRD subclass
The Fiend
BlasterFaceController
Role ratings
Damage Control Survival Utility Party support

The warlock made a deal with something powerful. You get very few spell slots, but they are always cast at your highest slot level and come back on a Short Rest. Your real weapon is Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceA beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage., made stronger by Eldritch InvocationsEldritch InvocationsLevel 2 featureIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice., and your Pact BoonPact BoonLevel 3 featureAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Chain You learn the find familiar spell and can cast it as a ritual. at level 3 decides whether you lean on a familiar or a book of extra cantrips. The Fiend patron rewards you with temporary hit points for every kill.

Thrain's take

Every warlock I have run for says the same thing at level 2: 'Agonizing Blast. Obviously.' They are right. After that, the class is about short rests. Ask for them, plan around them, and spend your two slots as if you will get them back in an hour, because you will.

Strengths
  • Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceA beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. with Agonizing Blast is the best damage cantrip in the game
  • Pact MagicPact MagicLevel 1 featureYour arcane research and the magic bestowed on you by your patron have given you facility with spells. Cantrips You know two cantrips of your choice from the warlock spell list. slots return on a Short Rest and are always at your highest level
  • Dark One's BlessingDark One's BlessingLevel 1 featureStarting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). gives temporary hit points on every kill
  • Invocations give at-will spells and abilities no other class gets
Weaknesses
  • Only two spell slots for most of the game
  • Very dependent on the party taking Short Rests
  • Few spells known, and the free rules lack Hex and Armor of Agathys
  • Light armor and a d8 hit die

Ability Scores

Charisma, then Constitution, then Dexterity. Charisma powers your spells and Eldritch Blast damage. Constitution keeps you up and your concentration holding. Dexterity is your armor class in light armor. In the 2014 rules your race gives the ability score increases. With the standard array and a Tiefling (+2 Charisma, +1 Intelligence), you start with:

8STR
13DEX
14CON
11INT
12WIS
17CHA

Put your level 4 Ability Score Improvement into Charisma (+1 to 18, +1 to Dexterity or Constitution) or take a feat. Reach 20 Charisma by level 8.

Best Races for a Warlock

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Half-Elf
+2 Charisma and +1 to Constitution and Dexterity. Two extra skills help the warlock as party face.
Legendary
Tiefling
+2 Charisma, fire resistance, and Darkness from Infernal Legacy at level 5 pairs with Devil's Sight without spending a spell known.
Epic
Halfling (Lightfoot)
+2 Dexterity and +1 Charisma. Lucky rerolls 1s on attack rolls, and you cast Eldritch Blast a lot.
Rare
Human
+1 to every score. If your table allows the variant human from the Player's Handbook, it becomes Legendary: a feat at level 1.
Rare
Dragonborn
+1 Charisma and a breath weapon for crowds, which warlocks lack. The +2 Strength is wasted.
Uncommon
Dwarf (Hill Dwarf)
+2 Constitution and extra hit points, but no Charisma.
Uncommon
Gnome (Rock Gnome)
Advantage on mental saves against magic and +1 Constitution. The Intelligence is wasted.
Uncommon
Elf (High Elf)
+2 Dexterity for AC, but nothing for Charisma.
Common
Half-Orc
Strength and Constitution. Relentless Endurance is the only part a warlock uses.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one.

War Caster
Advantage on concentration saves. Hex or Hold Person survives the first hit.
Epic
Resilient (Constitution)
+1 Constitution and proficiency in Constitution saves, which warlocks lack.
Epic
Spell Sniper
Doubles Eldritch Blast's range and ignores half and three-quarters cover. Good for warlocks who stay far back.
Rare
Lucky
Three rerolls a day on attacks, checks or saves. Good on any class.
Rare
Alert
+5 to initiative and you cannot be surprised.
Rare
Grappler
The one feat in the SRD. Not a warlock's job.
Common

Subclass: The Fiend

The Fiend is the warlock patron in the free 2014 rules. You choose it at level 1. It adds fire spells to your list and keeps you alive with temporary hit points.

Dark One's BlessingLEVEL 1

When you drop a hostile creature to 0 hit points, gain temporary hit points equal to your Charisma modifier plus your warlock level.

Expanded Spell ListLEVEL 1

Adds fire spells to your options: Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw., CommandCommand1st-level EnchantmentCastingActionRange60 feetDuration1 roundSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn., Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage., FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw., Wall of FireWall of Fire4th-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveDexterityDamage5d8 FireYou create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration., Flame StrikeFlame Strike5th-level EvocationCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage4d6 FireA vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. and more.

Dark One's Own LuckLEVEL 6

Add a d10 to an ability check or saving throw after you see the roll. Once per rest.

Fiendish ResilienceLEVEL 10

Pick a damage type after each rest and resist it. Magical and silvered weapons ignore it.

Hurl Through HellLEVEL 14

Send a creature you hit through the lower planes for a turn. Non-fiends take 10d10 psychic damage when they come back.

The Player's Handbook adds the Archfey and the Great Old One, and later books add more patrons. They are not in the free rules, so this guide does not cover them.

Eldritch Invocations and Pact Boons

You learn two invocations at level 2 and more as you level, up to eight at 18. You can swap one each time you gain a warlock level. Your Pact BoonPact BoonLevel 3 featureAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Chain You learn the find familiar spell and can cast it as a ritual. at 3 unlocks some of them.

Invocations

Agonizing Blast
Adds your Charisma modifier to every Eldritch Blast beam. Take it at level 2, every time.
Legendary
Repelling Blast
Each beam that hits can push the target up to 10 feet. Push enemies away from you or into hazards.
Epic
Devil's Sight
See normally in magical darkness. Cast Darkness and you have Advantage while enemies have Disadvantage.
Epic
Mask of Many Faces
Disguise Self at will. Infiltration and social tricks for free.
Rare
Armor of Shadows
Mage Armor at will: 13 + Dexterity instead of leather armor's 11 + Dexterity. A small bump for an invocation.
Uncommon
Eldritch Spear
Eldritch Blast reaches 300 feet. Niche.
Uncommon

Pact Boons

Pact of the Chain
A familiar that can be an imp, pseudodragon, quasit or sprite. An invisible scout that can also attack for you.
Epic
Pact of the Tome
Three cantrips from any class, such as GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.. Unlocks Book of Ancient Secrets for rituals.
Epic
Pact of the Blade
A summoned weapon, but your attacks still use Strength or Dexterity in the 2014 rules. Hard to make work.
Uncommon

Best Warlock Spells

Warlocks know only a handful of spells, so pick ones worth a whole slot. Hex and Armor of Agathys from the Player's Handbook are classic picks but are not in the free rules. Ratings assume a Fiend warlock in a party of three to five.

Cantrips

Pick 2 at level 1
Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceA beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. Your main attack all game
Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. Cover, distractions, lures
Mage HandMage HandConjuration cantripCastingActionRange30 feetDuration1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. Pull levers from a safe distance
PrestidigitationPrestidigitationTransmutation cantripCastingActionRange10 feetDuration1 hourThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Small magic tricks

1st Level

Know 2 at level 1
Hellish RebukeHellish Rebuke1st-level EvocationCastingReactionRange60 feetDurationInstantaneousSaveDexterityDamage2d10 FireYou point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Reaction fire damage when you get hit
Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. Fiend only. Fire cone for crowds
CommandCommand1st-level EnchantmentCastingActionRange60 feetDuration1 roundSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. Fiend only. One word: grovel, drop, flee
Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomYou attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. Talk your way past a guard

2nd Level

From level 3
Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Escape any grab
Hold PersonHold Person2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomChoose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target. Paralyzed humanoid, hits from within 5 feet crit
SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. One sentence, up to 8 hours of compliance
DarknessDarkness2nd-level EvocationConcentrationCastingActionRange60 feetDuration10 minutesMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. With Devil's Sight, a fight on your terms
Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. Fiend only. Damage without concentration

3rd Level

From level 5
FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. Fiend only. Two per Short Rest
CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousYou attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. Stops the enemy caster
Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. Takes half a fight out at once
FlyFly3rd-level TransmutationConcentrationCastingActionRangeTouchDuration10 minutesYou touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Blast from where melee cannot reach

Warlock Builds

Tiefling warlock
Beginner friendlyThe Tiefling Hellcaller
Race
Tiefling
Subclass
The Fiend
Pact boon
Pact of the Tome
First spells
Hellish RebukeHellish Rebuke1st-level EvocationCastingReactionRange60 feetDurationInstantaneousSaveDexterityDamage2d10 FireYou point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one., Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw.
8STR
13DEX
14CON
11INT
12WIS
17CHA

Agonizing Blast every turn, Fireball twice per Short Rest from level 5, and temporary hit points on every kill.

Build this warlock
Free to start. No card needed.
Half-elf warlock
UtilityThe Half-Elf Chainlock
Race
Half-Elf
Subclass
The Fiend
Pact boon
Pact of the Chain
First spells
Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomYou attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it., CommandCommand1st-level EnchantmentCastingActionRange60 feetDuration1 roundSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn.
8STR
14DEX
15CON
10INT
12WIS
17CHA

An invisible imp scouts every room before you enter. Extra skills and Charm Person make you the party's voice.

Build this warlock
Free to start. No card needed.

Warlock Features by Level

LvlPBFeatures Cantrips KnownInvocations KnownSlot LevelSpell SlotsSpells Known
1 +2 Otherworldly PatronOtherworldly PatronLevel 1 featureAt 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Pact MagicPact MagicLevel 1 featureYour arcane research and the magic bestowed on you by your patron have given you facility with spells. Cantrips You know two cantrips of your choice from the warlock spell list. Dark One's BlessingDark One's BlessingLevel 1 featureStarting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). Expanded Spell ListExpanded Spell ListLevel 1 featureThe Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Fiend Expanded Spells (table) 2 – 1st 1 2
2 +2 Eldritch InvocationsEldritch InvocationsLevel 2 featureIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. 2 2 1st 2 3
3 +2 Pact BoonPact BoonLevel 3 featureAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Chain You learn the find familiar spell and can cast it as a ritual. 2 2 2nd 2 4
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 3 2 2nd 2 5
5 +3 3 3 3rd 2 6
6 +3 Dark One's Own LuckDark One's Own LuckLevel 6 featureStarting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. 3 3 3rd 2 7
7 +3 3 4 4th 2 8
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 3 4 4th 2 9
9 +4 3 5 5th 2 10
10 +4 Fiendish ResilienceFiendish ResilienceLevel 10 featureStarting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. 4 5 5th 2 10
11 +4 Mystic ArcanumMystic ArcanumLevel 11 featureAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. 4 5 5th 3 11
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 6 5th 3 11
13 +5 Mystic ArcanumMystic ArcanumLevel 11 featureAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. 4 6 5th 3 12
14 +5 Hurl Through HellHurl Through HellLevel 14 featureStarting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. 4 6 5th 3 12
15 +5 Mystic ArcanumMystic ArcanumLevel 11 featureAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. 4 7 5th 3 13
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 7 5th 3 13
17 +6 Mystic ArcanumMystic ArcanumLevel 11 featureAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. 4 7 5th 4 14
18 +6 4 8 5th 4 14
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 8 5th 4 15
20 +6 Eldritch MasterEldritch MasterLevel 20 featureAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. 4 8 5th 4 15

Leveling Your Warlock, 1 to 20

LVL1
Choose The Fiend. Cantrips: Eldritch Blast, Minor Illusion. Spells: Hellish Rebuke and Burning Hands, or Hex if your table uses the Player's Handbook. One spell slot, back on a Short Rest.
LVL2
Eldritch Invocations: Agonizing Blast and Repelling Blast or Devil's Sight. A second spell slot.
LVL3
Pact Boon: Chain or Tome. Your slots become 2nd level: Misty Step or Hold Person.
LVL4
Ability Score Improvement: Charisma to 18, or War Caster if your table uses feats. Third cantrip.
LVL5
Eldritch Blast fires two beams. Your slots become 3rd level: Fireball and Counterspell. A third invocation.
LVL6
Dark One's Own Luck: add a d10 to a check or save after you see the roll.
LVL7
4th-level slots: Wall of Fire or Banishment. A fourth invocation.
LVL8
Ability Score Improvement: Charisma to 20.
LVL9
5th-level slots: Hold Monster or Flame Strike. A fifth invocation.
LVL10
Fiendish Resilience. Fourth cantrip.
LVL11-14
A third spell slot and a third Eldritch Blast beam at 11. Mystic Arcanum gives one 6th-level spell at 11 and one 7th-level spell at 13, each once per Long Rest: Mass Suggestion, then Forcecage or Plane Shift. Hurl Through Hell at 14.
LVL15-20
8th and 9th-level Mystic Arcanum at 15 and 17: Dominate Monster and Foresight. A fourth slot and fourth beam at 17. Eldritch Master at 20 restores your slots once per Long Rest.

Warlock FAQ

What is the best race for a warlock in 5e?

Under the 2014 rules, Half-Elf is the strongest free option: +2 Charisma and two floating +1s. Tiefling is close behind, with Darkness that pairs well with Devil's Sight. If your table allows the Player's Handbook variant human, a level 1 feat makes it a top pick too.

Is the warlock good in 5e?

Yes. Eldritch Blast with Agonizing Blast is the strongest cantrip in the game, and spell slots that return on a Short Rest give warlocks steady power across a day. They are weaker in groups that rarely rest.

Which pact boon is best?

Under the 2014 rules, Pact of the Chain and Pact of the Tome are the strongest. Chain gives a scouting familiar, Tome gives three cantrips from any class and access to ritual casting. Pact of the Blade struggles without options from later books.

Should I play the 2014 or 2024 warlock?

Play whichever rules your table uses. The 2024 warlock gets ability increases from its background, invocations from level 1, pact boons as invocations, and picks its subclass at level 3. See the 2024 warlock guide for those rules.

Keep reading

Take your warlock into a campaign

Build a warlock in a couple of minutes and start an adventure in your browser. Play solo, or send your friends a link and play together.

This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.