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 Magic
Pact 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 Blast
Eldritch 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 Invocations
Eldritch 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.
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
Hex
Hex1st-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 Rebuke
Hellish 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
Darkness
Darkness2nd-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
A
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
Guidance
GuidanceDivination 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
Bless
Bless1st-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
C
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
S
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
Shield
Shield1st-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
S
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)
A
Alert
Add your Proficiency Bonus to initiative and swap places in the order with an ally. Going first means
Hex
Hex1st-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
M
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
S
Skilled
Three proficiencies. Fine if you are the party's face.
Uncommon
General feats (level 4 and up)
W
War Caster
Player's Handbook. Advantage on concentration saves keeps
Hex
Hex1st-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
R
Resilient (Constitution)
Player's Handbook. Proficiency in Constitution saves, which a warlock lacks, for every concentration check.
Epic
S
Spell Sniper
Player's Handbook. Extra range and less trouble from cover for
Eldritch Blast
Eldritch 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)
B
Boon of Fate
Roll 2d4 and add or subtract it from a d20 Test within 60 feet. The class's recommended pick.
Epic
B
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 Hands
Burning 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.,
Command
Command1st-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 Ray
Scorching 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
Suggestion
Suggestion2nd-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
Fireball
Fireball3rd-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 Cloud
Stinking 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 Shield
Fire 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 Fire
Wall 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
Geas
Geas5th-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 Plague
Insect 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.
A
Agonizing Blast
From level 2. Adds your Charisma modifier to every
Eldritch Blast
Eldritch 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
P
Pact of the Tome
Level 1. A Book of Shadows with three cantrips and two rituals from any class.
Guidance
GuidanceDivination 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 Familiar
Find 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
R
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 Fire
Wall 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
E
Eldritch Mind
Advantage on concentration saves. Cheaper than a feat for keeping
Hex
Hex1st-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
P
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
D
Devil's Sight
From level 2. See normally in darkness, including
Darkness
Darkness2nd-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
P
Pact of the Chain
Level 1.
Find Familiar
Find 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
A
Armor of Shadows
Mage Armor
Mage 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
M
Mask of Many Faces
From level 2.
Disguise Self
Disguise 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 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.
Eldritch Blast
Eldritch 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 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.
Minor Illusion
Minor 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 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.
Mage Hand
Mage 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

PrestidigitationTransmutation 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.
Prestidigitation
PrestidigitationTransmutation 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

Hex1st-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.
Hex
Hex1st-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 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.
Protection from Evil and Good
Protection 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 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.
Hellish Rebuke
Hellish 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 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.
Hideous Laughter
Hideous 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 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.
Charm Person
Charm 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 Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Misty Step
Misty 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 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.
Hold Person
Hold 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

Invisibility2nd-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.
Invisibility
Invisibility2nd-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

Darkness2nd-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.
Darkness
Darkness2nd-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 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.
Mirror Image
Mirror 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

Counterspell3rd-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.
Counterspell
Counterspell3rd-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 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.
Hypnotic Pattern
Hypnotic 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

Fly3rd-level TransmutationConcentrationCastingActionRangeTouchDuration10 minutes
Fly
Fly3rd-level TransmutationConcentrationCastingActionRangeTouchDuration10 minutes
Stay out of reach and keep blasting

Dispel 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).
Dispel Magic
Dispel 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

Banishment4th-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.
Banishment
Banishment4th-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 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 Monster
Hold 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 Door4th-level ConjurationCastingActionRange500 feetDurationInstantaneousDamage4d6 ForceYou teleport to a location within range. You arrive at exactly the spot desired.
Dimension Door
Dimension Door4th-level ConjurationCastingActionRange500 feetDurationInstantaneousDamage4d6 ForceYou teleport to a location within range. You arrive at exactly the spot desired.
Escape with an ally
Warlock Builds
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
Hex
Hex1st-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 Blast
Eldritch 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
Fireball
Fireball3rd-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.
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 Blessing
Dark 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
| Lvl | PB | Features |
Cantrips | Eldritch Invocations | Prepared Spells | Slot Level | Spell Slots |
| 1 |
+2 |
Eldritch Invocations Eldritch 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 Magic Pact 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 Blessing Dark 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 Spells Fiend 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 Luck Dark 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 Patron Contact 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 Resilience Fiendish 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 Arcanum Mystic 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 Arcanum Mystic 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 Hell Hurl 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 Arcanum Mystic 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 Arcanum Mystic 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 Master Eldritch 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
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.
Two more invocations: Agonizing Blast and Repelling Blast (or Eldritch Mind). Magical Cunning gets slots back once per Long Rest. Add Hideous Laughter.
Choose Fiend Patron: Dark One's Blessing and four free spells including Suggestion. Your slots are now 2nd level. Add Misty Step.
Ability Score Improvement: +2 Charisma to 19. Third cantrip: Mage Hand. Add Hold Person.
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.
Dark One's Own Luck adds a d10 to a failed check or save. Add Hypnotic Pattern.
4th-level slots. Banishment removes the biggest threat. Another invocation.
Ability Score Improvement: Charisma to 20, or War Caster if Hex keeps dropping.
5th-level slots, the highest Pact Magic goes. Hold Monster. Contact Patron puts Contact Other Plane on your list for good.
Fiendish Resilience: pick a Resistance after every rest. Fire for a dragon, Psychic for a mind flayer. Fourth cantrip.
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.
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.
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 5.2
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.