Summary
- Warlocks excel in spell versatility, sharing spells with Druids, Sorcerers, and Wizards for an extensive spell arsenal.
- Building a powerful Warlock requires careful spell selection that balances utility, support for allies, and devastating attacks.
- Must-have spells like Dispel Magic, Thunder Step, and Prestidigitation offer a mix of crowd control, escape options, and deceptive tactics.
As primary spellcasters, Warlocks have one of the widest arrays of available spells in all of Dungeons & Dragons. While Warlocks are unique among spellcasters due to their pact-driven magical abilities, they share many of their spells with Druids, Sorcerers, and Wizards.
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Building the perfect Warlock is a meticulous process, and players may find themselves caught up in preparing the perfect spell list. Many spells may appeal with their flashy, fear-inducing names. However, the best spell output includes those that aid a Warlock and their party and devastate enemies with sly tricks or devilish attacks. For players looking to maximize their character's spellcasting, these are the best Warlock spells in D&D.
Updated April 6, 2024, by Rhenn Taguiam, 2024: With 2024 marking the eventual release of the updated Player’s Handbook in line with the digital push of One D&D, fans of Dungeons & Dragons may be interested in learning how their favorite Classes and builds may be affected by the new changes to the TTRPG’s key mechanics. In the case of the Warlock, players in favor of their characters being supported by patrons may want to pay close attention to Spells they can include in their arsenal to become some of the strongest Spellcasters in the game. Among must-haves and must-tries for Warlocks include the ability to disable spells, a thunderous step, and a nifty illusory skill to both entertain and deceive enemies.
23 Dispel Magic (3rd-Level Abjuration)
Stop A Magical Effect From Happening
|
Casting Time |
1 Action |
|---|---|
|
Range |
120 Feet |
|
Target |
1 Magical Effect, Creature, Object, |
|
Components |
Verbal, Somatic |
|
Duration |
Instantaneous |
|
Classes |
Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard |
While Counterspell remains a Spellcaster’s go-to option for interrupting a deadly Spell from being cast, a Warlock can expand their Dungeons & Dragons gameplay with Dispel Magic. This 3rd-level Abjuration Spell essentially stops an ongoing magical effect or a magical condition affecting an object or creature.
Similar to Counterspell, Dispel Magic also instantaneously stops a Spell of a 3rd-Level. However, Warlocks who want to extend this effect to other higher-level Spells will have to cast Dispel Magic at the same Spell Slot as the Spell in question.
When To Use Dispel Magic
Despite working similarly to Counterspell, Dispel Magic only works on an existing Spell. This does make Dispel Magic useful when encountering magical traps or even mechanisms inside magical lairs that could be sources of danger to players. While not necessarily practical in combat, Dispel Magic can be a nifty Spell to prepare during exploration - especially when players are about to embark on adventures in dungeons, crypts, or even mysterious locales.
22 Thunder Step (3rd-Level Conjuration)
A Teleport With A Nifty Damage Component
|
Casting Time |
1 Action |
|---|---|
|
Range |
90 Feet |
|
Target |
Self |
|
Components |
Verbal |
|
Duration |
Instantaneous |
|
Classes |
Sorcerer, Warlock, Wizard |
Due to how Dungeons & Dragons combat can quickly pit a player’s party against a horde of opponents, mobility Spells remain an integral part of any Spellcaster’s arsenal. Such is what Thunder Step provides, as this 3rd-Level Conjuration Spell acts similarly to Misty Step in how it instantly teleports a Spellcaster to a chosen location within 90 feet.
However, unlike Misty Step, Thunder Step lets its users leave with quite a literal bang. When using Thunder Step, users leave a booming noise in their wake where everyone within 10 feet of the Spellcaster’s previous location needs to make a CON Save or else take 3d10 Thunder Damage on a failure. Users may bring objects with them that don’t exceed their weight, as well as another willing creature within 5 feet of them - provided there’s also space in the destination for said creature.
When To Use Thunder Spell
Despite its rather noisy nature, Thunder Spell is quite a useful escape route for a Warlock and a nearby ally should they become the target of other opponents in melee incursions. The 3d10 Thunder Damage (or half on a CON Save) can become a nifty punishment for their pursuers, incentivizing more aggressive plays from their allies that can potentially finish off these foes.
21 Prestidigitation (Transmutation Cantrip)
Fool Enemies With Tricks
|
Casting Time |
1 Action |
|---|---|
|
Range |
10 Feet |
|
Target |
(Depends on Effect) |
|
Components |
Verbal, Somatic |
|
Duration |
1 Hour |
|
Classes |
Bard, Sorcerer, Warlock, Wizard |
As some of the more popular Cantrips in D&D 5e often deal damage or inflict effects on opponents, it makes sense for Prestidigitation to become a bit of a niche Spell among both Warlocks and students of the Transmutation School. When cast, Warlocks can cause one of numerous effects: a harmless sensory effect, lighting or snuffing out a small fire source, cleaning or soiling a 1x1 object, marking an object or surface with a symbol, or creating a hand-sized non-magical trinket or an illusory image. All of these effects can be made to last up to an hour.
What makes Prestidigitation rather interesting is how it allows Warlocks to cause up to three (3) of these effects to happen at the same time, taking an Action to dismiss each one. The option to let up to three Prestidigitation effects occur simultaneously provides a lot of flexibility to Warlocks who want to entertain (or deceive) with illusions.
When To Use Prestidigitation
Despite the mundane nature of these effects, skillful Warlocks can maximize these triggers to aid the party during and outside exploration. For instance, the marking effect enables Warlocks to mark areas in a maze so they don’t get lost. Likewise, they can use Prestidigitation to cause various effects to lure guards away from posts, allowing them to enter areas stealthily. A skillful Warlock may even work with the party’s Rogue or Bard to deceive NPCs, with the Warlock using Prestidigitation behind the scenes to manipulate the environment to “convince” NPCs of the party’s desires.
20 True Polymorph (9th Level Transmutation)
Convert Allies Into Heavy-Hitters, Enemies Into Useless Items
|
Casting Time |
1 Action |
|---|---|
|
Range |
30 Feet |
|
Target |
A creature or nonmagical object seen within range |
|
Components |
Verbal, Somatic, Material, (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) |
|
Duration |
Concentration, up to 1 hour |
|
Classes |
Bard, Warlock, Wizard |
Equal parts effective and entertaining, True Polymorph allows the caster to perform transformative magic. The spell's usefulness is divided into two categories: enemy usage and party usage. When used on enemies, the spell can transform creatures into an object, rendering them sufficiently weaker and unable to attack. This could be used to eliminate stronger creatures by turning them into breakable objects.
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Conversely, the spell can turn fellow party members into strong creatures of the same level. This could be especially helpful for injured party members, as the spell forces them to adopt the HP and stats of the creature they become. This spell is a creative way to simultaneously save an ally, while also giving them the chance to wreak havoc as a ferocious beast.
When To Use True Polymorph
The Spell’s hour-long duration can give players a myriad of options, especially when they consider the depth of their polymorphing capabilities. Should players want to take advantage of the perma-morph after using the Spell for an hour, they can transform anything into a powerful creature like a dragon or do the reverse and cripple an enemy by reducing them to mere objects. In this regard, Warlock players may want to maximize True Polymorph by securing ideal polymorph options in advance, with CR 9 and below should players want to transform objects into pets as well as CR 15 and above for more powerful forms.
19 Psychic Scream (9th Level Enchantment)
INT-Based Stun Almost Guarantees Effect
|
Casting Time |
1 Action |
|---|---|
|
Range |
90 Feet |
|
Target |
Up to 10 creatures of choice seen within range |
|
Components |
Somatic |
|
Duration |
Instantaneous |
|
Classes |
Bard, Sorcerer, Warlock, Wizard |
Warlocks wanting to induce serious damage while simultaneously hindering enemies can find everything they want in Psychic Scream. This spell forces victims to succeed on an Intelligence saving throw, or face 14d6 damage and become stunned.
This spell has a high chance of doing maximum damage, given that many monsters tend to have a low Intelligence modifier. What's more, any foe vanquished by Psychic Scream meets an undignified end in the form of having their head explode, making the killing blows all the more satisfying.
When To Use Psychic Scream
Players can skip Psychic Scream’s damage in favor of its powerful stun. Theoretically, weaker-willed enemies can stay stunned for longer as long as they keep on failing their INT Saves. And even then, high Intelligence Scores are a rarity among stronger opponents, which makes Psychic Scream’s 10-target option a useful Spell to cast against the story’s higher-level lieutenants or even assistants of the BBEG.
18 Finger Of Death (7th Level Necromancy)
Guaranteed 30 Damage Makes Spell Safe Against Bosses
|
Casting Time |
1 Action |
|---|---|
|
Range |
60 Feet |
|
Target |
A creature seen within range |
|
Components |
Verbal, Somatic |
|
Duration |
Instantaneous |
|
Classes |
Sorcerer, Warlock, Wizard |
For the aspiring Necromancer, look no further than Finger of Death, which combines high damage with shady necromancy. Its targets must attempt a Constitution saving throw; should they fail, they receive 7d8 + 30 necrotic damage (and half if they succeed). Furthermore, humanoids that fall to Finger of Death pop back up as zombies on their next turn and are placed under the caster's control.
As opposed to Intelligence, Constitution is a bit of a toss-up in terms of whether a creature or humanoid enemy will have a decent Constitution score. Regardless, the additional 30 damage compensates for the potential half damage.
When To Use Finger Of Death
The CON Save requirement for Finger of Death is what makes this Spell avoidable when used against tougher foes. Either way, the guaranteed 30 Damage from the 7d8 Damage pool can still ensure the target enters a world of hurt when the Spell is cast against them. Ideally, players may want to have another ally affect the target with Disadvantages over Saves to ensure Finger of Death has higher efficacy.
17 Plane Shift (7th Level Conjuration)
Teleport And Banishment In One Spell
|
Casting Time |
1 Action |
|---|---|
|
Range |
Touch |
|
Target |
You and up to 8 willing creatures |
|
Components |
Verbal, Somatic, Material (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) |
|
Duration |
Instantaneous |
|
Classes |
Cleric, Druid, Sorcerer, Warlock, Wizard |
For tight situations, Plane Shift is an exceptional spell to have prepared. It completely outshines any other teleportation-based spell, as it can transport entire parties to different planes. While other spells limit companion amounts when teleporting, Plane Shift allows up to eight willing creatures (including willing NPCs) and can be used to shorten travel times between locations.
This spell also has combat potential since it can be used to banish enemies to other planes — reminiscent of the spell Banishment. Unlike Banishment, however, the creature does not return when concentration is broken; they must return to their desired plane themselves.
When To Use Plane Shift
Its high-level nature makes Plane Shift a worthwhile substitute for both Teleport (7th-Level Abjuration) and Banishment (4th-Level Abjuration), with the target being the only difference. Warlocks can simply cast Plane Shift two times to travel from virtually any location across the same plane. Likewise, they can doom an enemy into a faraway plane with a mere casting of this Spell.
16 Maddening Darkness (8th Level Evocation)
Hunger Of Hadar Upgrade With Psychic Damage
|
Casting Time |
1 Action |
|---|---|
|
Range |
150 Feet |
|
Target |
A point chosen within range |
|
Components |
Verbal, Material (a drop of pitch mixed with a drop of mercury) |
|
Duration |
Concentration, up to 10 minutes |
|
Classes |
Warlock, Wizard |
One of the prime Warlock strategies is to utilize the Eldritch Invocation Devil's Sight and cast a magical darkness spell. This allows a Warlock full advantage and sight in magical cover. To employ this strategy that all Warlock players should know, Warlocks should prepare Maddening Darkness, which enables them to see 120 feet in all darkness forms.
Unlike Darkness, a lower-level spell of similar properties, Maddening Darkness also induces damage to those caught in the spell's 60-foot-radius sphere. A Wisdom save is required, and those who fail take a full 8d8 damage.
When To Use Maddening Darkness
Essentially an upgrade to Hunger of Hadar, Warlocks are once again advised to have Devil’s Sight prior to procuring this Spell. Instead of using it flexibly like Hunger of Hadar, Maddening Darkness’s 8d8 Psychic Damage to targets that start their turn in the area can motivate Warlocks to transform this Spell into an offensive AOE terrain-based mob killer.
15 Power Word: Kill (9th Level Enchantment)
Guaranteed Kill When Used Correctly
|
Casting Time |
1 Action |
|---|---|
|
Range |
60 Feet |
|
Target |
A creature seen within range |
|
Components |
Verbal |
|
Duration |
Instantaneous |
|
Classes |
Bard, Sorcerer, Warlock, Wizard |
With a name as intimidating as Power Word: Kill, it's no surprise that this spell makes the list. The name says it all: the caster says a word and a target dies instantly, making combat almost too easy. The only parameter is that the target must be at 100 hit points or lower to instantly die.
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While some might get zealous and attempt this spell right off the bat, a smarter plan is to wait for a few rounds, ensuring a foe is within the correct hit point threshold. Essentially, this spell is a way for a player to spare themselves and their party from unnecessary bloodshed, instantly ending combat and without wasted spell slots or hit points.
When To Use Power Word: Kill
While indeed one of the most powerful Spells in Dungeons & Dragons, Warlocks are either at the risk of using this against a BBEG (Big Bad Evil Guy)-level threat that they can resist its effects, or waste it on a lower-ranking henchman that may not be worth the risk. However, the best-case use of the Spell may very well be finding the best method of “wasting” this Spell Slot in case it fails. Instead of depending on it as a last scenario, Power Word: Kill could become more of a deterrent against powerful foes, especially since using this against a BBEG will force them to likely use their limited pool of Legendary Resistances.
14 Frostbite (Evocation Cantrip)
Disadvantage On Target’s Weapon Attack Can Decrease DPS
|
Casting Time |
1 Action |
|---|---|
|
Range |
60 Feet |
|
Target |
A creature seen within range |
|
Components |
Verbal, Somatic |
|
Duration |
Instantaneous |
|
Classes |
Druid, Sorcerer, Warlock Wizard, Artificer |
After its activation, Frostbite will create frost on the target creature that is numbingly cold and hurts. Unless they succeed on a CON Save, the target takes 1d6 Cold Damage and has Disadvantage on their next Attack Roll before its next turn ends.
At its core, the d6-based damage of Frostbite makes it relatively weak for a Cantrip, even for the utility Wizard, and especially for the more aggressive Warlock. However, its different effects make it worthwhile - particularly the imposition of Disadvantage on the target’s next weapon attack. While this feature works through a Constitution Saving Throw, this is still a neat alternative in emergencies.
When To Use Frostbite
Similar to Chill Touch, Frostbite also imposes Disadvantage on the target when they do their next weapon Attack. The D6-based Damage makes Frostbite weaker for a Cantrip, and its CON Save-reliant effect means the ability won’t be as efficient against tougher foes. However, an ally who can impose Disadvantage on Saves can help Frostbite secure its Attack Disadvantage, especially when the target is a heavy-hitter like a sub-boss.