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D&D 2024 Class GuideWarlock Guide: Build, Invocations and Ratings

The best species, backgrounds, feats, invocations and spells for a 2024 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
Easy
SRD subclass
Fiend Patron
BlasterControllerFace
Role ratings
Damage Control Survival Utility Party support

The warlock is a Charisma caster who made a deal. Pact MagicPact MagicLevel 1 featureThrough occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows, its identity unclear, but its boon to you is concrete: the ability to cast spells. See "Spells" for the rules on spellcasting. gives you very few spell slots, but every one is cast at your highest slot level and they come back on a Short Rest. Between spells you fire Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage., the best attack cantrip in the game once you add invocations to it.

Eldritch InvocationsEldritch InvocationsLevel 1 featureYou have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. are what make each warlock different. In the 2024 rules the pact boons (Blade, Chain and Tome) are invocations you can take at level 1, and you gain more invocations as you level. Magic CunningMagic CunningLevel 2 featureYou can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest. at level 2 gets half your slots back with a one-minute rite once per Long Rest.

Thrain's take

Two spell slots looks like a mistake until the fighter asks for a Short Rest and you get both back. Cast HexHex1st-level EnchantmentConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 NecroticYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. early, keep it up, and let Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. do the work. The deal with the patron is fine print. Read it anyway. I have mapped three dungeons built by warlocks who did not.

Strengths
  • Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. with Agonizing Blast is reliable damage every turn
  • Spell slots come back on a Short Rest, and are always cast at your highest level
  • Invocations give at-will magic and let you build a caster, a blade or a pet handler
  • The Fiend adds FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. and temporary hit points on every kill
Weaknesses
  • Only one or two slots per rest for most of your career
  • Light armor and a d8 hit die
  • Weak if your table rarely takes Short Rests
  • Spells above 5th level come once per Long Rest from Mystic Arcanum

Ability Scores

Charisma, then Constitution, then Dexterity. Charisma powers your spells and, with Agonizing Blast, your Eldritch Blast damage. Constitution keeps HexHex1st-level EnchantmentConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 NecroticYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. up when you get hit. Dexterity sets your AC in light armor. Strength can be your lowest score, even with Pact of the Blade.

In the 2024 rules your ability score increases come from your background, not your species. With the standard array and the Acolyte background (+2 Cha, +1 Wis), assign 15 Cha, 14 Con, 13 Dex, 12 Wis, 10 Int and 8 Str, and you start with:

8STR
13DEX
14CON
10INT
13WIS
17CHA

Take the Ability Score Improvement feat at level 4 and put both points into Charisma for 19. Your next one at level 8 takes it to 20, the maximum.

Best Species for a Warlock

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Tiefling
Fiendish Legacy adds free spells cast with Charisma. Infernal gives Hellish RebukeHellish Rebuke1st-level EvocationCastingReactionRange60 feetDurationInstantaneousSaveDexterityDamage2d10 FireThe creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. and DarknessDarkness2nd-level EvocationConcentrationCastingActionRange60 feetDuration10 minutesFor the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. without spending your scarce Pact slots, and Darkness plus Devil's Sight is a classic warlock trick.
Legendary
Human
Versatile adds a second Origin feat. Take AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. and you act first. Resourceful gives Heroic Inspiration every Long Rest.
Epic
Gnome
Gnomish Cunning gives Advantage on Intelligence, Wisdom and Charisma saves. The spells that shut a caster down mostly target those.
Epic
Orc
The best fit for Pact of the Blade. Relentless Endurance and Adrenaline Rush keep a melee warlock standing and moving.
Rare
Elf
A lineage gives free spells you can cast with Charisma. Fey Ancestry and Keen Senses help any caster.
Rare
Dwarf
Dwarven Toughness adds a hit point every level. Good for a blade warlock who takes hits.
Rare
Halfling
Luck rerolls a 1 on any d20 Test, including the attack rolls behind every Eldritch Blast.
Rare
Dragonborn
A breath weapon gives you an area attack when your slots are gone, and flight at level 5 helps a ranged caster. Little else for the class.
Uncommon
Goliath
Large Form and Powerful Build suit a blade warlock, but most of the kit is wasted on a caster.
Uncommon

Best Backgrounds

Acolyte
The only free-rules background that raises Charisma. Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric) adds GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and a free BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. that does not cost a Pact slot.
Legendary
Criminal
Dex and Con increases plus the AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. feat. Your Charisma starts a point behind, but you go first.
Rare
Sage
Constitution helps, and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Wizard) can give you ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile., but no Charisma increase.
Uncommon
Soldier
Only for Pact of the Blade: Savage Attacker rerolls weapon damage. Strength does nothing for you.
Uncommon

From the 2024 Player's Handbook, Charlatan, Merchant and Wayfarer also raise Charisma and are worth a look if your table uses the full book.

Best Feats

Origin feats (level 1)

Alert
Add your Proficiency Bonus to initiative and swap places in the order with an ally. Going first means HexHex1st-level EnchantmentConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 NecroticYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. is up before the enemy moves.
Epic
Magic Initiate
Two cantrips and a 1st-level spell you can cast once per Long Rest without a slot. With only two slots, that free spell matters more to you than to anyone.
Epic
Skilled
Three proficiencies. Fine if you are the party's face.
Uncommon

General feats (level 4 and up)

War Caster
Player's Handbook. Advantage on concentration saves keeps HexHex1st-level EnchantmentConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 NecroticYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. running, plus a Charisma increase.
Epic
Resilient (Constitution)
Player's Handbook. Proficiency in Constitution saves, which a warlock lacks, for every concentration check.
Epic
Spell Sniper
Player's Handbook. Extra range and less trouble from cover for Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage., plus a Charisma increase.
Rare

Epic boons (level 19)

Boon of Fate
Roll 2d4 and add or subtract it from a d20 Test within 60 feet. The class's recommended pick.
Epic
Boon of Spell Recall
Not for you: it needs the Spellcasting feature, and a warlock casts with Pact Magic. It only covers slots of level 1 to 4 anyway, and your Pact slots are all 5th level by then.
Common

Subclass: Fiend Patron

The Fiend Patron is the warlock subclass in the free 2024 rules. It adds fire spells the warlock list lacks, temporary hit points on every kill, and some of the best defensive features in the class.

Dark One's BlessingLEVEL 3

When you drop an enemy to 0 Hit Points, or an ally drops one within 10 feet of you, gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level.

Fiend SpellsLEVEL 3

Always prepared, at no cost to your list: Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireA thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning., CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou 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. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee., Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. and SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. at level 3, then FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. and Stinking CloudStinking Cloud3rd-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveConstitutionYou create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it., Fire ShieldFire Shield4th-level EvocationCastingActionRangeSelfDuration10 minutesDamage2d8 FireWispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. and 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., and GeasGeas5th-level EnchantmentCastingMinuteRange60 feetDuration30 daysSaveWisdomDamage5d10 PsychicYou give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. and Insect PlagueInsect Plague5th-level ConjurationConcentrationCastingActionRange300 feetDuration10 minutesSaveConstitutionDamage4d10 PiercingSwarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain. as you level.

Dark One's Own LuckLEVEL 6

Add 1d10 to an ability check or saving throw after you see the roll. A number of times equal to your Charisma modifier per Long Rest.

Fiendish ResilienceLEVEL 10

After each Short or Long Rest, pick a damage type other than Force. You have Resistance to it until you pick another.

Hurl Through HellLEVEL 14

Once per turn when you hit with an attack roll, the target makes a Charisma save or vanishes into the Lower Planes, takes heavy Psychic damage unless it is a Fiend, and comes back Incapacitated. Once per Long Rest, or spend a Pact slot to use it again.

The 2024 Player's Handbook also has the Archfey, Celestial and Great Old One patrons. They are not in the free rules, so this guide does not cover them.

Best Eldritch Invocations

You start with one invocation and reach ten by level 18. You can swap one each time you gain a Warlock level.

Agonizing Blast
From level 2. Adds your Charisma modifier to every Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. beam that hits. Take it the moment you can.
Legendary
Pact of the Tome
Level 1. A Book of Shadows with three cantrips and two rituals from any class. GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and Find FamiliarFind Familiar1st-level ConjurationRitualCastingActionRange10 feetDurationInstantaneousYou gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. are the usual picks.
Epic
Repelling Blast
From level 2. Each beam that hits pushes the target 10 feet. Keeps enemies off you, or shoves them into a 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..
Epic
Eldritch Mind
Advantage on concentration saves. Cheaper than a feat for keeping HexHex1st-level EnchantmentConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 NecroticYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. up.
Epic
Pact of the Blade
Level 1. Summon a weapon and use Charisma for its attacks and damage. Pair it with Thirsting Blade at level 5 for a second attack.
Rare
Devil's Sight
From level 2. See normally in darkness, including DarknessDarkness2nd-level EvocationConcentrationCastingActionRange60 feetDuration10 minutesFor the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.. You attack with Advantage while enemies cannot see you.
Rare
Pact of the Chain
Level 1. Find FamiliarFind Familiar1st-level ConjurationRitualCastingActionRange10 feetDurationInstantaneousYou gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. with stronger forms such as an imp or pseudodragon. A scout and a Help action every turn.
Rare
Armor of Shadows
Mage ArmorMage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. at will. Worth it if your Dexterity is high and you want to skip buying armor.
Rare
Mask of Many Faces
From level 2. Disguise SelfDisguise Self1st-level IllusionCastingActionRangeSelfDuration1 hourYou make yourself, including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. at will. A favorite for spies and con artists.
Uncommon

Best Warlock Spells

Ratings assume a Fiend warlock in a party of three to five. Fiend Spells come free, so they are left out. With so few slots, pick spells that stay useful at your highest slot level. Hover or tap a spell for its details.

Cantrips

Pick 2 at level 1
Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. More beams at 5, 11 and 17
Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. 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. 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 hourYou create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. Small tricks for the talking scenes

1st Level

2 prepared at level 1
HexHex1st-level EnchantmentConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 NecroticYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. Extra damage on every beam that hits
Protection from Evil and GoodProtection from Evil and Good1st-level AbjurationConcentrationCastingActionRangeTouchDuration10 minutesUntil the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. Against fiends and undead
Hellish RebukeHellish Rebuke1st-level EvocationCastingReactionRange60 feetDurationInstantaneousSaveDexterityDamage2d10 FireThe creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Punish whoever hit you
Hideous LaughterHideous Laughter1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomOne creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. Takes one enemy out of the fight
Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. Social scenes only

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 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 have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Upcasts to more targets as your slots rise
InvisibilityInvisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Scouting and escapes
DarknessDarkness2nd-level EvocationConcentrationCastingActionRange60 feetDuration10 minutesFor the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Only with Devil's Sight
Mirror ImageMirror Image2nd-level IllusionCastingActionRangeSelfDuration1 minuteThree illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. No concentration defense

3rd Level

From level 5
CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousSaveConstitutionYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. Stops the enemy caster
Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. Takes half a fight out at once
FlyFly3rd-level TransmutationConcentrationCastingActionRangeTouchDuration10 minutes Stay out of reach and keep blasting
Dispel MagicDispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). Someone has to carry it

4th and 5th Level

4th from level 7, 5th from level 9
BanishmentBanishment4th-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveCharismaOne creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. Removes the biggest threat
Hold MonsterHold Monster5th-level EnchantmentConcentrationCastingActionRange90 feetDuration1 minuteSaveWisdomChoose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Hold Person for anything
Dimension DoorDimension Door4th-level ConjurationCastingActionRange500 feetDurationInstantaneousDamage4d6 ForceYou teleport to a location within range. You arrive at exactly the spot desired. Escape with an ally

Warlock Builds

Tiefling warlock
Beginner friendlyThe Hellfire Blaster
Species
Tiefling (Infernal)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
Subclass
Fiend Patron
Invocations
Pact of the Tome, then Agonizing Blast and Repelling Blast
8STR
13DEX
14CON
10INT
13WIS
17CHA

Cast HexHex1st-level EnchantmentConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 NecroticYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell., then Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. every turn. Simple, strong at range, and FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. arrives at level 5 for the crowds.

Build this warlock
Free to start. No card needed.
Orc warlock
MeleeThe Infernal Blade
Species
Orc
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
Subclass
Fiend Patron
Invocations
Pact of the Blade, then Thirsting Blade at 5
8STR
13DEX
14CON
10INT
13WIS
17CHA

Swings a pact weapon with Charisma and heals up on every kill with Dark One's BlessingDark One's BlessingLevel 3 featureWhen you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.. Relentless Endurance covers the hit you did not see coming.

Start an adventure free
Bring your idea to the table. Free to start.

Warlock Features by Level

LvlPBFeatures CantripsEldritch InvocationsPrepared SpellsSlot LevelSpell Slots
1 +2 Eldritch InvocationsEldritch InvocationsLevel 1 featureYou have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Pact MagicPact MagicLevel 1 featureThrough occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows, its identity unclear, but its boon to you is concrete: the ability to cast spells. See "Spells" for the rules on spellcasting. 2 1 2 1st 1
2 +2 Magic CunningMagic CunningLevel 2 featureYou can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest. 2 3 3 1st 2
3 +2 Warlock SubclassWarlock SubclassLevel 3 featureYou gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Warlock levels. Dark One's BlessingDark One's BlessingLevel 3 featureWhen you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points. Fiend SpellsFiend SpellsLevel 3 featureThe magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared. Table: Fiend Spells 2 3 4 2nd 2
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16. 3 3 5 2nd 2
5 +3 3 5 6 3rd 2
6 +3 Dark One's Own LuckDark One's Own LuckLevel 6 featureYou can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur. 3 5 7 3rd 2
7 +3 3 6 8 4th 2
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16. 3 6 9 4th 2
9 +4 Contact PatronContact PatronLevel 9 featureIn the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. 3 7 10 5th 2
10 +4 Fiendish ResilienceFiendish ResilienceLevel 10 featureChoose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature. 4 7 10 5th 2
11 +4 Mystic ArcanumMystic ArcanumLevel 11 featureYour patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum. You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. 4 7 11 5th 3
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16. 4 8 11 5th 3
13 +5 Mystic ArcanumMystic ArcanumLevel 11 featureYour patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum. You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. 4 8 12 5th 3
14 +5 Hurl Through HellHurl Through HellLevel 14 featureOnce per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. 4 8 12 5th 3
15 +5 Mystic ArcanumMystic ArcanumLevel 11 featureYour patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum. You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. 4 9 13 5th 3
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16. 4 9 13 5th 3
17 +6 Mystic ArcanumMystic ArcanumLevel 11 featureYour patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum. You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. 4 9 14 5th 4
18 +6 4 10 14 5th 4
19 +6 Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended. 4 10 15 5th 4
20 +6 Eldritch MasterEldritch MasterLevel 20 featureWhen you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots. 4 10 15 5th 4

Leveling Your Warlock, 1 to 20

LVL1
Cantrips: Eldritch Blast, Minor Illusion. Prepared: Hex and Hellish Rebuke. Invocation: Pact of the Tome (Guidance, Find Familiar) or Pact of the Blade for melee.
LVL2
Two more invocations: Agonizing Blast and Repelling Blast (or Eldritch Mind). Magical Cunning gets slots back once per Long Rest. Add Hideous Laughter.
LVL3
Choose Fiend Patron: Dark One's Blessing and four free spells including Suggestion. Your slots are now 2nd level. Add Misty Step.
LVL4
Ability Score Improvement: +2 Charisma to 19. Third cantrip: Mage Hand. Add Hold Person.
LVL5
The big one. Eldritch Blast fires two beams, slots become 3rd level, and Fireball comes free. Add Counterspell. Two more invocations: Devil's Sight, or Thirsting Blade for a blade warlock.
LVL6
Dark One's Own Luck adds a d10 to a failed check or save. Add Hypnotic Pattern.
LVL7
4th-level slots. Banishment removes the biggest threat. Another invocation.
LVL8
Ability Score Improvement: Charisma to 20, or War Caster if Hex keeps dropping.
LVL9
5th-level slots, the highest Pact Magic goes. Hold Monster. Contact Patron puts Contact Other Plane on your list for good.
LVL10
Fiendish Resilience: pick a Resistance after every rest. Fire for a dragon, Psychic for a mind flayer. Fourth cantrip.
LVL11-14
A third Pact slot and three Eldritch Blast beams at 11. Mystic Arcanum gives one 6th-level spell a day at 11, such as Eyebite or Circle of Death, and a 7th-level one at 13, such as Forcecage. Hurl Through Hell at 14.
LVL15-20
8th and 9th-level Mystic Arcanum at 15 and 17, with Power Word Kill as your 9th. Four beams and a fourth slot at 17. Boon of Fate at 19, and Eldritch Master at 20: Magical Cunning restores every slot.

Warlock FAQ

Is the warlock good in D&D 2024?

Yes. Eldritch Blast with Agonizing Blast is still the most reliable cantrip damage in the game, pact boons are now level 1 invocations, and Magical Cunning gives back slots once per Long Rest. It is at its best when your table takes Short Rests.

What is the best species for a warlock in D&D 2024?

Tiefling, especially the Infernal legacy, which adds Hellish Rebuke and Darkness without using your Pact slots. Human and Gnome are close behind. Any species works, because your ability scores come from your background.

What are the best invocations for a 2024 warlock?

Agonizing Blast first, from level 2. Then Pact of the Tome or Repelling Blast for a ranged warlock, or Pact of the Blade and Thirsting Blade for a melee one. Eldritch Mind is a cheap way to keep Hex up.

Do warlocks still get a pact boon in D&D 2024?

Yes, but Pact of the Blade, Chain and Tome are now Eldritch Invocations you can take at level 1, instead of a separate feature at level 3.

Is the warlock good for beginners?

Yes. With few slots and a strong at-will cantrip, most turns are Eldritch Blast, and the big choices come up only a few times a day. The Hellfire Blaster build above is a simple place to start.

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This guide includes material from the System Reference Document 5.2 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.