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Warlock 5e · Complete Guide

The Complete Warlock 5e Guide

A warlock neither studied for their magic nor inherited it — they asked, and something answered. This is the long version: why two spell slots can outspend a full caster, which patron to sign with, and what the class does on the rounds it spends nothing at all.

What Is a Warlock in D&D 5e?

A warlock is a Charisma caster who obtained magic by making a deal. Where other casters train or are born to it, the warlock struck a bargain with something powerful and now carries the results, which is why the patron is chosen at 1st level — earlier than almost any other subclass in the game. You get a d8 hit die, light armour, Wisdom and Charisma saving throw proficiencies, and spellcasting from the very first level. That save pair is quietly excellent: the two ability scores that most charms, fears and compulsions target are both ones you are proficient in.

What makes the class strange is that it is assembled from several separate engines instead of one. Pact Magic is a tiny pool of spell slots that recharges on a short rest. Eldritch Invocations, from 2nd level, are permanent upgrades that cost nothing to use and never run out. A Pact Boon at 3rd level hands you a weapon, a servant or a book. From 11th level, Mystic Arcanum bolts high-level spells on from outside the slot system entirely. Very little of a warlock’s power actually lives in its spell slots, which is the opposite of how every other caster is built.

The practical result is the lowest-maintenance caster at the table. There is no daily budget to ration, because the budget refills every time the party sits down, and because the floor — Eldritch Blast — costs nothing at all. What you pay for that is scarcity: you know very few spells, you get a handful of slots, and those slots stop growing in level partway up the ladder. A warlock is never out of things to do and rarely has more than two big ones ready.

How Does Pact Magic Work in 5e?

Pact Magic replaces the normal spell slot table with something far shorter and far sharper. You start with a single slot, have two from 2nd level, gain a third at 11th and a fourth at 17th — and that is the entire allowance. Every slot you own is the same level, and it is always the highest level available to you: 2nd-level slots from 3rd level, 3rd from 5th, 4th from 7th, 5th from 9th. Then the climb stops. Pact slots never rise above 5th level no matter how long the campaign runs, and they all come back on a short rest instead of a long one.

Because your slots are locked at maximum, upcasting is not a decision you make — it is the only way you can cast. Hellish Rebuke fired from a 5th-level pact slot deals 6d10 rather than 2d10, every single time. Counterspell cast at 5th shuts down any spell of 5th level or lower with no ability check at all, and Dispel Magic ends any effect of 5th level or lower automatically. Other casters reach those outcomes by consciously spending their largest slot on a reaction; a warlock cannot do it any other way, and cannot choose to cast small to save fuel either.

That is the trade to weigh against a sorcerer, and the honest framing is not known spells versus prepared spells — it is the clock. Over a whole adventuring day you have fewer spell slots than any other caster in the game. Inside any single fight you usually have more of your best ones. At 9th level a full caster holds one 5th-level slot for the day; a warlock holds two, and gets two more after each short rest. A day with one big fight belongs to the sorcerer, who can dump a long rest’s worth of slots into it. A day with six fights and two rests belongs to the warlock, who arrives at each one fully loaded.

Pact Slots vs a Full Caster’s Daily Budget (two short rests assumed)

What Is the Best Warlock Patron?

You choose an Otherworldly Patron at 1st level, before you have played a single session, so the pick doubles as your character concept. Only The Fiend appears in the free SRD — the deal-with-a-devil archetype, handing you temporary hit points every time you drop an enemy, so power arrives now and the invoice arrives later. Everything else comes from published expansions, so treat any specific wording or number as something to confirm in its own book rather than assume from a summary.

For raw effectiveness the answer most tables give is The Hexblade, and it is not close: Charisma drives your weapon attack and damage, you get shield proficiency, and its curse crits on a 19. It exists to make a melee warlock work without a single point in Strength or Dexterity. The Genie is the strongest of the newer patrons, adding elemental damage once a turn plus a vessel you can retreat inside. The Celestial is the only warlock that genuinely heals, bringing Healing Light and cleric cantrips. The Great Old One trades power for atmosphere — telepathy, Awakened Mind, and a patron that may not know you exist. The Archfey charms and frightens with Fey Presence; The Fathomless lashes with a tentacle and grants cold resistance.

Pick by where you intend to stand. If you plan to be within reach of things, take the patron that fixes a d8 caster in the front line — Hexblade for the Charisma weapon, Fiend for the temporary hit points that arrive exactly when you are killing things. If you plan to stay at range, the patron is mostly flavour and utility, so choose the one you want to owe money to. That last part matters more here than for any other class: your subclass is a character in the campaign with opinions about you, not a school of study or an accident of bloodline.

Which Pact Boon Should You Take at 3rd Level?

At 3rd level your patron makes the bargain physical, and the boon decides how the character actually plays. Pact of the Blade lets you summon a weapon you are proficient with, and with a Hexblade behind it that weapon runs on Charisma like everything else you own. It is the melee warlock in one feature — but read the fine print on the build: a second attack comes from the Thirsting Blade invocation, so the warlock buys with build currency what a martial class is simply handed. Blade without either Hexblade or a real Strength or Dexterity score is the most common warlock trap there is.

Pact of the Chain gives you a familiar that can attack — an imp, quasit, pseudodragon or sprite rather than the usual rat or owl. The sprite alone carries the boon: it turns invisible and it carries sleep arrows, which makes it a scout, an alarm and a soft crowd-control option that does not spend one of your two slots. If your party has no rogue and your table plays with real reconnaissance, this is the boon that changes the most sessions.

Pact of the Tome answers the class’s actual shortage. It hands you three cantrips from any class list — not just the warlock one — and pairs with Book of Ancient Secrets to cast ritual spells from any class as rituals, off the page, without ever preparing them or spending a slot. For a class defined by knowing very few spells, that is a permanent widening of the toolkit. The rule of thumb: Blade if you are going to be in melee and have a Charisma weapon to justify it, Chain if the party needs eyes, Tome for everyone else — a blaster’s turns are already spoken for by Eldritch Blast, so the boon should buy something the turns do not.

What Invocations Should I Take?

Eldritch Invocations start at 2nd level with two of them and accumulate as you climb, and you can trade one out each time you gain a level, so nothing you pick is permanent. They are the most flexible build system in 5e for one structural reason: they cost nothing to use, never run out, and do not compete with your spell slots. On a class that owns two slots, that makes invocations the place where most of your actual power is stored. Some carry prerequisites — a minimum level, or a specific pact boon — so choosing a boon is really choosing an invocation tree.

One pick is not really a choice. Agonizing Blast adds your Charisma modifier to every beam of Eldritch Blast, and since Charisma is already your highest score, it roughly doubles the damage of the thing you do most rounds for the rest of the campaign. After that the list opens up. Devil’s Sight lets you see 120 feet into magical darkness, which pairs with the Darkness spell into the class’s signature combo — creatures with darkvision cannot see through that sphere, and you can. Eldritch Spear pushes your blast out to 300 feet for sniping beyond return fire. Mask of Many Faces gives you Disguise Self at will, free and unlimited, forever. Thirsting Blade is the pact weapon’s second attack.

Sequence them by what your turns look like. Agonizing Blast first, always; the second slot goes to whatever your build needs to function — Thirsting Blade for a melee pact weapon, Book of Ancient Secrets for a Tome, Devil’s Sight if you intend to run the Darkness combo. One caution on that combo: the darkness blinds your own party as thoroughly as the enemy, so clear it with the melee characters first. If a non-warlock at the table wants in on this system, the Eldritch Adept feat grants a single invocation without any warlock levels at all.

Is Eldritch Blast Really That Good?

Yes, and the reasons are all in the text. Each beam is a separate ranged spell attack dealing 1d10 force damage — a type almost nothing in the game resists — and the spell fires more beams as you climb: two at 5th level, three at 11th, four at 17th. Every beam rolls its own attack and can be aimed at a different target. Stack Agonizing Blast on top and each of those beams carries your Charisma modifier as well. The result is a cantrip that keeps pace with weapon attacks made by classes built entirely around weapon attacks, costs no slot, and is available on the round you have nothing left.

That strength is also the class’s most common criticism, and it is fair enough to take seriously: because the beams are so good and the slots so few, plenty of warlocks spend every round of every combat doing exactly the same thing. Unlike a prepared caster who reshapes their turn each round, you genuinely will not be casting a levelled spell most rounds, because you only have two of them until the next short rest. Played carelessly, the warlock is a very effective one-button character.

The fix is to read the pattern the other way round. Eldritch Blast is not what the class does instead of casting — it is what frees your two slots to be held in reserve for the single moment that decides the fight. Beam away while nothing needs solving, then spend a slot on a 5th-level Hypnotic Pattern to remove a group, Fear to break a line, Banishment to delete the problem, or Hold Monster on the thing that will otherwise kill someone. The beams also split across targets to finish wounded enemies. A warlock who never spends a slot is playing one button; a warlock who spends both at the right instant is playing the class.

What Are the Best Stats for a Warlock?

Charisma first, and further ahead of everything else than in most classes. It sets your spell attack roll, it sets your save DC, it is added to every Eldritch Blast beam once you take Agonizing Blast, and on a Hexblade it drives your weapon attack and damage as well. That last point makes the melee warlock the most stat-efficient front-liner in the game — a build that genuinely functions on one ability score, where a fighter needs a weapon stat and a paladin needs a weapon stat plus Charisma.

Constitution is second, and for a warlock it is doing two jobs. It buys hit points on a d8 chassis wearing light armour, which matters because Pact of the Blade builds spend their time inside enemy reach. More importantly it protects concentration: the slots you have are so few that losing a 5th-level Hypnotic Pattern or Banishment to one arrow is not a setback, it is half your resources for the rest of the fight. Dexterity comes third for armour class and initiative. Strength, Intelligence and Wisdom are all safe to leave low — with the Hexblade exception noted, no warlock build needs them.

On feats, the class wants protection for that concentration and new tricks rather than more numbers. War Caster is worth more to a warlock than to any other caster, because alongside advantage on concentration saves and casting with your hands full, it lets you answer an opportunity attack with Eldritch Blast — swapping a weak melee swing for the best cantrip in the game. Resilient (Constitution) is the other half of the same answer. Fey Touched raises Charisma while adding Misty Step. Metamagic Adept bolts a taste of sorcerer flexibility onto Pact Magic, and Eldritch Adept squeezes in one more must-have invocation.

Ability Priority at a Glance

What Are the Best Feats for a Warlock?

Your first ability score improvement arrives at 4th level, and the warlock reaches it holding something no other class has: a second upgrade track that costs no ability score improvement at all. Invocations already buy at-will Disguise Self, a 300-foot Eldritch Blast, sight through magical darkness and a Charisma rider on every beam — and you can swap one each time you level. So the test for a warlock feat is narrower than for anyone else: it has to do something an invocation cannot.

War Caster passes that test on every clause, and its value here is set by scarcity, not by the numbers printed on it. You hold two spell slots until the next short rest, so a failed concentration save does not cost you one spell out of a dozen — it costs half of everything you have for the rest of the fight — a different wager entirely from a full caster’s. It also lets you cast with a pact weapon and shield occupying both hands, and converts your opportunity attack into a spell — for you, Eldritch Blast, replacing a swing you were never built to make. Resilient (Constitution) buys the other half.

After those two, sort the list by the same rule. Fey Touched is the efficient half-feat: one point of Charisma lifts your save DC, your spell attack roll and every Agonizing Blast beam at once, and Misty Step comes attached. Metamagic Adept earns its slot precisely because no invocation replicates it — Quickened or Subtle Spell grafted onto Pact Magic is a capability the class cannot otherwise buy. Eldritch Adept is the edge case: a whole feat for one invocation, worth it only when a must-have will not otherwise fit. And skip anything that sharpens a single element of damage, because every beam you fire deals force.

Feat Tier Ranking

What Is the Best Race for a Warlock?

A Charisma bump helps every Charisma class, but it compounds differently here, because your damage arrives as an attack roll made three or four times a round rather than as a save forced once per slot. Every point is accuracy applied repeatedly, on the turns you spend nothing — which is most of them. Tiefling is the signature chassis for exactly that reason: Charisma, plus darkvision and fire resistance on a caster with no armour to fall back on. Half-Elf adds Charisma, two floating points and a fistful of skills.

The second variable is concentration, and it weighs more here than for almost any other caster. A d8 hit die and light armour set the floor; a pool of one or two slots until the next short rest sets the stakes, because the 5th-level Hypnotic Pattern you are holding is not one option among many. That is what makes Half-Elf’s floating points so well matched — Constitution and Dexterity without touching Charisma — and Half-Orc’s Relentless Endurance more than a novelty here. Variant Human is strongest where it is allowed: a 1st-level feat puts War Caster or Fey Touched online while your entire resource pool is one slot.

Then there is the fork no other class has. Take Pact of the Blade under a Hexblade and Charisma drives your weapon attack and damage too, which rewrites the table above: a lineage’s Strength bonus stops paying for anything, so Dragonborn’s and Half-Orc’s physical scores turn into flavour — though Savage Attacks still adds dice to every crit, and Relentless Endurance matters more once you are in reach. Default to Tiefling or Half-Elf, take Variant Human if your table allows it, and pick Half-Orc for a Hexblade in the front line rather than a beam from the back.

Race Fit for Warlocks

What Is Mystic Arcanum and What Changes After 11th Level?

Your pact slots reach 5th level at 9th and stay there permanently, so the top four tiers of magic have to arrive some other way. That way is Mystic Arcanum: a 6th-level spell at 11th level, a 7th at 13th, an 8th at 15th and a 9th at 17th. Each one is a specific spell you choose and can then cast once per long rest — not a slot you spend, and not something a pact slot can duplicate. It is the one part of the warlock that runs on the long-rest clock, which makes it the only resource in the kit you actually have to ration.

Because you get exactly one spell per tier, the choice carries weight that a wizard’s never does — you are not building a list, you are picking a single button per day. The SRD warlock list gives you real options at every tier. At 6th, Mass Suggestion or True Seeing for problems that are not combat, Eyebite or Circle of Death for problems that are. At 7th, Forcecage is the standout because it requires no concentration and lasts an hour. At 8th, Glibness is almost unfair on the class with the highest Charisma at the table — it replaces any Charisma check roll with a 15 — while Feeblemind and Dominate Monster settle fights. At 9th, Foresight, Imprisonment, Power Word Kill and True Polymorph are all on the list.

Meanwhile the ordinary engine keeps widening rather than climbing: a third pact slot at 11th and a fourth at 17th, all still cast at 5th level. So a high-tier warlock plays as one enormous scripted moment per day per tier, wrapped around a repeating supply of maximum-level 5th-rank casting that never truly runs dry. At 20th level, Eldritch Master closes the loop — you can regain all your expended pact slots once per long rest, which is effectively a short rest the party did not have time to take, on the day where taking one would have cost you the fight.

What Are the Best Warlock Multiclass Builds?

The warlock is one of the most-dipped classes in 5e for a single reason: any other class that turns spell slots into something else gains a slot supply that refills between fights. The Padlock is the classic — a mostly-paladin character with two to five warlock levels, whose short-rest pact slots become Divine Smite fuel that returns after every rest, while both halves run on the same Charisma score. Two levels buys Pact Magic plus invocations, which is enough for Agonizing Blast to cover the paladin’s missing ranged option; three buys Pact of the Blade on top.

The Coffeelock pairs warlock with sorcerer and converts short-rest pact slots into sorcery points and those points back into ordinary spell slots — a loop that generates resources faster than the day consumes them, and the reason many DMs ask to talk about it before the campaign starts. A gentler version is the bard dip: one to three warlock levels give a Charisma class a reliable at-will ranged attack it otherwise lacks, with Agonizing Blast riding the score the bard already maxed.

Two structural notes decide how deep to go. Pact slot level tracks your warlock levels only, so a three-level dip casts at 2nd level forever no matter how high the character climbs — dip for the invocations and the boon, not for the slot size. But Eldritch Blast scales its beams on total character level, which means a late two-level dip on a high-level character still fires the full complement of beams immediately. That asymmetry is why shallow warlock dips are so strong and deep ones so rarely worth it — and why a warlock who intends to stay pure should think hard before dipping at all, since every level spent elsewhere pushes Mystic Arcanum further away.

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