I am trying to pick spells for my level 3 Warlock, and can't find a single guide on the best spells to choose. Obviously Eldritch Blast, but for the actual spells I don't know if I should go more damage or utility. Also, I'm doing Pact of The Tome, so if anyone could recommend three cantrip for me, then thanks in advance.
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My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
My general thinking is that there is no "best spells" list. Choose what you think is fun and appropriate for your character. Al that said here is my suggested spell list:
cantrips
E blast, sacred flame, mage hand, minor illusion, Prestidigitation, message (with the first two you have attack covered, then you choose between the others for utility)
Cantrips- Base Warlock- Eldritch Blast and either Prestidgitation, Minor Illusion or Mage Hand
Tome Cantrips- 3 from: Guidance, Message, Mending, Vicious Mockery, Thaumaturgy, Sacred Flame, Spare the Dying, Shillelagh, Chill Touch, Shocking Grasp
It really depends upon you, your character and your party. My Warlock was human so took the feat Spell Sniper (Eldritch Blast), had Prestidigitation and Minor Illusion as Warlock cantrips. Her Book of Shadows contained Guidance, Shillelagh and Spare the Dying. Taking the Invocation Book of Ancient Secrets with the rituals Find Familiar and Identify. As the party had very limited healing Guidance and Spare the Dying proved very useful.
1st Level spells
Hex, Charm Person, Comprehend Languages , Hellish Rebuke
Thanks for you guys' help. I know of course that the "best" spell is entirely situational, but it does help to have a narrower point of view to look at the spells at when you have to create a new lvl 3 character and give it spells from a large list.
I will echo the "what you think is fun and appropriate for your character" comment. I would also suggest considering the role you play for the party.
For example, my party has another caster - a wild mage sorcerer. As a warlock (Tome), I really don't come close to the AOE damage her character puts out. I can't fireball, or lightning bolt (for example). I am, however, a hell of a decent damage dealer against a single target with Eldritch Blast. I can't imagine many situations where a warlock doesn't choose that cantrip.
Knowing that our group had a sorcerer, I pushed the character towards the "utility caster" role. Eldritch Sight was taken for at will Detect Magic, and Book of Ancient Secrets was taken for Ritual Casting - and then acquiring spells like Comprehend languages and Identify.
At 6th level, my spell list includes:
Cantrips: Eldritch Blast, Mage Hand, Prestidigitation, (plus Light, Shocking Grasp and Vicious Mockery gained as bonus cantrips with the book of Ancient Secrets)
My caster role isn't really combat oriented. I'm there for information gathering, some defence and the potential for some creative casting as required. The sorcerer is the heavy artillery.
Because a warlock has so few spell slots, they will be casting few non-cantrips each day. Plus Mystic Arcanum are only once per day per level.
The best choice seems to be to use your cantrip choices to do damage. E Blast can be augmented with invocations, so it's probably the "must have" of all the choices. You're always going to know more spells (double or more) than you can cast in a day. You can stretch that with multiple short rests, but only if DM/situation allows it.
I have always preferred to make my selections based on gaps in other characters' abilities. Do you have enough healing? Or sneaking, or debuffs, etc? And don't forget the ability to swap out a single spell each time you level. Does your party's wizard now have the same spells you rely on? They swap it for something new/unique.
Warlocks are the odd ones. Make yourself do all the things no one else can do.
Hex is incredibly useful for your "face" character because it grants disadvantage to the target's ability checks for one stat. Cast it on the person you're trying to steal from or trick and boom disadvantage on their perception/insight. In a competition against someone else, you can give them disadvantage on their strength/dex/cha check. Trying to knock someone down or grapple them? Disadvantage. It's incredibly useful if you think about how to use it rather than just seeing the little bit of extra damage you can do with it.
Personally, I think damage spells for a warlock are largely wasted. First, almost nothing is resistant to the force damage of your Eldritch Blast, so you don't need a backup damage type. Second, you have hardly any spell slots relative to a wizard or a sorcerer, so let them burn their spell slots tossing out fireballs and other big AoE spells.
My preference with a warlock is to have maybe one or two damage spells, and the rest utility or defense. I'd also suggest favoring spells that scale up when you use a higher level slot, because all warlock slots are max level anyway. Banishment is one of my favorite warlock spells because it scales with your slot level, because it's a Charisma save and because taking one or two opponents out of a combat can often make the difference between winning a battle and losing it. Warlocks also lack the full range of defensive options that wizards (and to a lesser extent sorcerers) have, which makes those second level defensive spells (mirror image and misty step) all the more important. They will save your life over and over again.
It seems like Warlocks specialize in single-target debuffs/mind control, with spells affecting more enemies st higher levels. Besides having the best damage cantrip there is, you can add a lot of utility to your party by debuffing or removing an enemy from the fight.
Vicious Mockery can be better than straight damage against a boss if it saves an ally from taking damage (especially if you've already hexed for Wisdom).
I'd just like to point out that there's a difference between attack rolls, ability checks, and saving throws, and that hex only affects ability checks.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Although Hex is very strong at lower levels, IMO it becomes much less valuable as one levels up because it is a concentration spell. Eventually, you get very, very powerful concentration spells like Telekinesis and Sunbeam. Since your slots are all max level anyway, there's very little reason to cast Hex instead of one of those spells. You can cast Hex, then take a short rest and recover that spell slot while still maintaining concentration on Hex, for a sort of "half a slot" gain, but you'll still have to lose the Hex as soon as you cast one of those more powerful concentration spells.
Actually, to read the forums, I can't help but wonder if anyone continues into the higher warlock levels Sometimes it looks like everyone just takes 2 to 4 levels of warlock in order to augment their Sorcerer, Bard, Paladin etc.
I think one of the downsides to leveling up a warlock that people perceive is that you end up being an eldritch blast spambot. Eldritch Blast, augmented by the Agonizing Blast and Repelling Blast invocations, is the best attack cantrip in the game, so it's your "go to" attack move in virtually every combat, especially since you have so few spell slots.
If you want to level up a warlock, pay careful attention to your invocation selections. Some of them give you "at will" abilities that partly make up for your lack of spell slots. For example, my warlock (now level 11) has the Mask of Many Faces invocation and the Actor feat, enabling him to look and sound like anyone he wants from one minute to the next. That, combined with his proficiency in deception and high charisma, makes him lethally effective in social encounters and undercover missions where spell slots are less of an issue.
Regardless of any other considerations, I think we're all just on hold for the moment, waiting for Xanathar's Guide to Everything to be released in early November. That contains something like 27 new subclasses, so once we all have it, we'll all be rethinking the merits of playing a warlock (or any other class), or how it fits into a multi class build, or which subclass of warlock to select etc.
I think Strangways comment about making sure you pick Invocations that allow you to do spells at Will is a super important suggestion. I've always disliked the Invocations that require you to use a spell slot - it's never meshed well for me (would rather they be a 1/day).
I think Strangways comment about making sure you pick Invocations that allow you to do spells at Will is a super important suggestion. I've always disliked the Invocations that require you to use a spell slot - it's never meshed well for me (would rather they be a 1/day).
I prefer Invocations that require you to use a spell slot. That way when you have short rests you can regain your use(s) of the Invocation. It's a balance between 1/day and a very limited number of uses per day.
Although Hex is very strong at lower levels, IMO it becomes much less valuable as one levels up because it is a concentration spell. Eventually, you get very, very powerful concentration spells like Telekinesis and Sunbeam. Since your slots are all max level anyway, there's very little reason to cast Hex instead of one of those spells. You can cast Hex, then take a short rest and recover that spell slot while still maintaining concentration on Hex, for a sort of "half a slot" gain, but you'll still have to lose the Hex as soon as you cast one of those more powerful concentration spells.
so not exactly accurate information as this thread was addressing warlocks, who don't get telekinesis or sunbeam, or access to slots above 5th level.
list of 'high level' concentration spells for a warlock is basically hold monster and banishment. and a few once per day arcanum, which aren't really competing as you need something else when they're down.
Personally, I think damage spells for a warlock are largely wasted. First, almost nothing is resistant to the force damage of your Eldritch Blast, so you don't need a backup damage type. Second, you have hardly any spell slots relative to a wizard or a sorcerer, so let them burn their spell slots tossing out fireballs and other big AoE spells.
I slightly disagree. When an opponent has partial cover, Sacred Flame where that opponent has to make a Dex save with no bonus from cover is a much better spell than Eldritch Blast where you take a penalty to your attack roll against the opponent.
I was in that exact situation a month ago with my Celestial Pact Warlock. Normally Eldritch Blast is more useful but when it isn't you need a secondary attack that's effective.
I am trying to pick spells for my level 3 Warlock, and can't find a single guide on the best spells to choose. Obviously Eldritch Blast, but for the actual spells I don't know if I should go more damage or utility. Also, I'm doing Pact of The Tome, so if anyone could recommend three cantrip for me, then thanks in advance.
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
My general thinking is that there is no "best spells" list. Choose what you think is fun and appropriate for your character. Al that said here is my suggested spell list:
cantrips
E blast, sacred flame, mage hand, minor illusion, Prestidigitation, message (with the first two you have attack covered, then you choose between the others for utility)
1st and 2nd level spells
Charm person, Hellish rebuke, Invisibility, suggestion
As Filecat said, there are no best spells.
Cantrips- Base Warlock- Eldritch Blast and either Prestidgitation, Minor Illusion or Mage Hand
Tome Cantrips- 3 from: Guidance, Message, Mending, Vicious Mockery, Thaumaturgy, Sacred Flame, Spare the Dying, Shillelagh, Chill Touch, Shocking Grasp
It really depends upon you, your character and your party. My Warlock was human so took the feat Spell Sniper (Eldritch Blast), had Prestidigitation and Minor Illusion as Warlock cantrips. Her Book of Shadows contained Guidance, Shillelagh and Spare the Dying. Taking the Invocation Book of Ancient Secrets with the rituals Find Familiar and Identify. As the party had very limited healing Guidance and Spare the Dying proved very useful.
1st Level spells
Hex, Charm Person, Comprehend Languages , Hellish Rebuke
2nd Level Spells
Invisibility, Misty Step, Mirror Image, Suggestion
3rd Level Spells
Counterspell, Dispel Magic, Fly, Major Image
4th Level Spells
Banishment, Dimension Door
5th Level Spells
Hold Monster
Thanks for you guys' help. I know of course that the "best" spell is entirely situational, but it does help to have a narrower point of view to look at the spells at when you have to create a new lvl 3 character and give it spells from a large list.
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
I will echo the "what you think is fun and appropriate for your character" comment. I would also suggest considering the role you play for the party.
For example, my party has another caster - a wild mage sorcerer. As a warlock (Tome), I really don't come close to the AOE damage her character puts out. I can't fireball, or lightning bolt (for example). I am, however, a hell of a decent damage dealer against a single target with Eldritch Blast. I can't imagine many situations where a warlock doesn't choose that cantrip.
Knowing that our group had a sorcerer, I pushed the character towards the "utility caster" role. Eldritch Sight was taken for at will Detect Magic, and Book of Ancient Secrets was taken for Ritual Casting - and then acquiring spells like Comprehend languages and Identify.
At 6th level, my spell list includes:
Cantrips: Eldritch Blast, Mage Hand, Prestidigitation, (plus Light, Shocking Grasp and Vicious Mockery gained as bonus cantrips with the book of Ancient Secrets)
1st: Comprehend Languages (R), Hex, Identify (R)
2nd: Augury (R), Invisibility, Misty Step
3rd: Counterspell, Dispel Magic, Fly, Gaseous Form, Leomund's Tiny Hut (R)
My caster role isn't really combat oriented. I'm there for information gathering, some defence and the potential for some creative casting as required. The sorcerer is the heavy artillery.
Because a warlock has so few spell slots, they will be casting few non-cantrips each day. Plus Mystic Arcanum are only once per day per level.
The best choice seems to be to use your cantrip choices to do damage. E Blast can be augmented with invocations, so it's probably the "must have" of all the choices. You're always going to know more spells (double or more) than you can cast in a day. You can stretch that with multiple short rests, but only if DM/situation allows it.
I have always preferred to make my selections based on gaps in other characters' abilities. Do you have enough healing? Or sneaking, or debuffs, etc? And don't forget the ability to swap out a single spell each time you level. Does your party's wizard now have the same spells you rely on? They swap it for something new/unique.
Warlocks are the odd ones. Make yourself do all the things no one else can do.
Hex is incredibly useful for your "face" character because it grants disadvantage to the target's ability checks for one stat. Cast it on the person you're trying to steal from or trick and boom disadvantage on their perception/insight. In a competition against someone else, you can give them disadvantage on their strength/dex/cha check. Trying to knock someone down or grapple them? Disadvantage. It's incredibly useful if you think about how to use it rather than just seeing the little bit of extra damage you can do with it.
Personally, I think damage spells for a warlock are largely wasted. First, almost nothing is resistant to the force damage of your Eldritch Blast, so you don't need a backup damage type. Second, you have hardly any spell slots relative to a wizard or a sorcerer, so let them burn their spell slots tossing out fireballs and other big AoE spells.
My preference with a warlock is to have maybe one or two damage spells, and the rest utility or defense. I'd also suggest favoring spells that scale up when you use a higher level slot, because all warlock slots are max level anyway. Banishment is one of my favorite warlock spells because it scales with your slot level, because it's a Charisma save and because taking one or two opponents out of a combat can often make the difference between winning a battle and losing it. Warlocks also lack the full range of defensive options that wizards (and to a lesser extent sorcerers) have, which makes those second level defensive spells (mirror image and misty step) all the more important. They will save your life over and over again.
It seems like Warlocks specialize in single-target debuffs/mind control, with spells affecting more enemies st higher levels. Besides having the best damage cantrip there is, you can add a lot of utility to your party by debuffing or removing an enemy from the fight.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Although Hex is very strong at lower levels, IMO it becomes much less valuable as one levels up because it is a concentration spell. Eventually, you get very, very powerful concentration spells like Telekinesis and Sunbeam. Since your slots are all max level anyway, there's very little reason to cast Hex instead of one of those spells. You can cast Hex, then take a short rest and recover that spell slot while still maintaining concentration on Hex, for a sort of "half a slot" gain, but you'll still have to lose the Hex as soon as you cast one of those more powerful concentration spells.
Ah, good to know! Thanks for the clarification.
Yeah, I'm currently at the level where it's pretty powerful still 🤓
What are everyone's favorite higher level spells / reasons to continue into higher warlock levels?
Actually, to read the forums, I can't help but wonder if anyone continues into the higher warlock levels Sometimes it looks like everyone just takes 2 to 4 levels of warlock in order to augment their Sorcerer, Bard, Paladin etc.
I think one of the downsides to leveling up a warlock that people perceive is that you end up being an eldritch blast spambot. Eldritch Blast, augmented by the Agonizing Blast and Repelling Blast invocations, is the best attack cantrip in the game, so it's your "go to" attack move in virtually every combat, especially since you have so few spell slots.
If you want to level up a warlock, pay careful attention to your invocation selections. Some of them give you "at will" abilities that partly make up for your lack of spell slots. For example, my warlock (now level 11) has the Mask of Many Faces invocation and the Actor feat, enabling him to look and sound like anyone he wants from one minute to the next. That, combined with his proficiency in deception and high charisma, makes him lethally effective in social encounters and undercover missions where spell slots are less of an issue.
Regardless of any other considerations, I think we're all just on hold for the moment, waiting for Xanathar's Guide to Everything to be released in early November. That contains something like 27 new subclasses, so once we all have it, we'll all be rethinking the merits of playing a warlock (or any other class), or how it fits into a multi class build, or which subclass of warlock to select etc.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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That’s part of the calculation in playing a warlock. A DM who is hostile to short rests makes for an unhappy warlock.
list of 'high level' concentration spells for a warlock is basically hold monster and banishment. and a few once per day arcanum, which aren't really competing as you need something else when they're down.
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