I'd say that the standard "must-have" spells are fine to start with; don't forget that you can change up your spell list every time you level so whatever you choose can be changed later. My spell list has been altered drastically over time based on how useful they were. Like, when I realized that I had too many fire spells which made my spell list kind of shit against anything that was resistant to Fire. Next time I leveled up, I chose new spells that provide me with a range of damage type options.
I eventually dropped Hex because I wasn't getting enough use from it because the Fighters in my party killed everything before I got to use the d6 more than maybe twice. I shifted my focus away from damage and more support and battlefield control because that's what the party needed. I kept Eldritch Blast. It's not like it underperforms without Hex.
The recommendations can also change based on other factors, like Race selection. Like, if you're a Tiefling, don't waste a spell slot on Darkness because past a certain point because you'll get it as a racial ability (at level 3, I think?).
According to the Warlock description, you can only replace one of your spells each time you go up a level. When I decided I wanted to adjust my warlock's spell list it took me 3 levels to make all of the changes that I wanted to make!
According to the Warlock description, you can only replace one of your spells each time you go up a level. When I decided I wanted to adjust my warlock's spell list it took me 3 levels to make all of the changes that I wanted to make!
Oh hey look my group has been doing that wrong this whole time. I'm not going to say anything.
Still, that's not too bad. At early levels, your spells known go up by 1 so you can learn a new one, and drop and replace another.
For me my spell choices would probably include green flame blade, the lightning lure, and booming blade (since I play pact of blade)
At first level I'm a big fan of either hex and expeditious retreat. Some times getting away from enemies is more important than doing more damage.
At second I highly suggest hold person as a spell. Darkness. I have yet to see misty step be used in combat.
I'm not able to cast third level yet but I highly expect it will be fireball.
I quite often will use misty step in combat. As the highest charisma in the party, I'll be the one forward in negotiations. If they go south, Arms of Hadar, and then bonus action Misty step away, leaving partially damaged foes ready for the melee specialists to pick off.
As a warlock with so few spell slots, I would only want to use Misty Step in emergency situations. Burning a fifth level warlock spell lot to teleport only 30 feet away makes me cringe a little...
I quite often will use misty step in combat. As the highest charisma in the party, I'll be the one forward in negotiations. If they go south, Arms of Hadar, and then bonus action Misty step away, leaving partially damaged foes ready for the melee specialists to pick off.
...Except you can't do that. You can't cast Arms of Hadar (a 1st-level spell) and then also cast Misty Step (a 2nd-level spell) in the same turn. If you cast a spell as a bonus action, you can only casts cantrips for your action.
A good alternative is casting Thunder Step (once you have 3rd-level slots) to simultaneously damage everyone within 10ft. of you and teleport up to 90ft. away. It actually will deal more damage (~16.5 vs. ~14 for Arms of Hadar at 3rd-level slots) and is based off a CON save instead of a STR save. And you still have your Bonus Action after you BAMF out of there. Essentially superior in every way.
I will tell you. I don't use Hex. I know it's considered heresy, because it's +1d6 damage. But there is a lot of damage you can do with a single spell, that you may or may not get back from Hex. In my mind it doesn't get close to worth it until higher levels when it last for hours or all day. Then you can long rest, cast it, short rest over breakfast. But then you can't use any other concentration spells.
If I am a melee warlock and have a hand free I always take Hellish Rebuke. This is a favorite for my Celestial Warlock because he gets +CHA to damage at 6th lvl, because it's fire. Also I took Flames of Phlegethos as 4th lvl so they take an additional 1d4 fire damage for that.
Armor of Agathys is another favorite of mine. Honestly I don't take it until I'm atleast caster level 3. At 1st level it's 5 temp hp and 5 damage. That gets 1 use. By caster lvl 3+ it gets AMAZING with 15hp and 15 damage per hit. My Celestial Warlock's first action in combat is almost always this spell (it lasts for an hour so it can last multiple combats). With 20 HP it often gets used against multiple attacks and combined with Hellish Rebuke, it deals crazy damage together. Better then I often do in combat. I often run past enemies offering AoO.
Mirror Image is probably only spell I ever take as a Warlock that doesn't go up in level. It's up to 3 free "misses" on your character.
Blur: if you're into melee and not into Mirror Image, may I recommend Blur.
Invisibility. You refresh at Short Rest, so it's often worth a spell slot for Scouting. Plus it goes up with level so you and the Rogue and eventually (a small party) can all go together. It's easy to blow during the Exploration Phase and not worry about getting it back.
Counterspell. You refresh your spells at Short Rest, so it's possible this is back before the next *big* encounter. It sucks to lose a spell but your spell autolevel up to 5th so it will cover a lot of enemy spells. It's always better to prevent damage then heal damage! In one game we have a Sorcerer with this spell and my Warlock. I'm pretty sure the GM is thiiiis close to not fielding casters anymore.
Banishment. I can't tell you how usefulBanishment is. IS the target from another plane? GONE. Is the target from our plane? gone for 1 minutes. I don't usually like Concentration spells, but this is one of the few times. We've banished the fighter who was protecting the wizard and when attacked by 2 hydras, banished 1 so we only fought them one at a time.
A lot of it comes down to build. I have 2 warlocks in game rights now. Celestial Tomelock who's always in melee and a Hexblade Blade lock who is... mostly in melee also.
I will tell you. I don't use Hex. I know it's considered heresy, because it's +1d6 damage. But there is a lot of damage you can do with a single spell, that you may or may not get back from Hex. In my mind it doesn't get close to worth it until higher levels when it last for hours or all day. Then you can long rest, cast it, short rest over breakfast. But then you can't use any other concentration spells.
I agree with this...with only 2 spell slots at level 8, I am always hesitant to use Hex. My "go to" spells are simple. In the 1st round I will use Armor of Agathys or Hex but never both depending on the situation. I save my 2nd slot for 1 of the 3 following spells: Hellish Rebuke, Counterspell or Banishment.
As better spells (many requiring concentration) come available I can see myself using Hex less and less.
Very much enjoying Warlock with Fiend Patron (Blessed be Belial) using Hex and Scorching Rey. At 5th lvl, that's 4 rays of 3d6. And I still have EB at 5th lvl: 2 blasts of 1d10 + 1d6 + char mod. Not too shabby.
And if you use the "Hex a grasshopper, short rest, and crush the bug when you need to transfer the Hex" trick, than you keep your spell slots and Hex for 8 hours. Mirror image, Scorching Ray, and multiple chances for enhanced EB....sounds fun to me!
There is Sage Advice about Hex...you don’t need the grasshopper trick to keep the spell active for 8 hours...but you do need to maintain concentration for the duration.
There is Sage Advice about Hex...you don’t need the grasshopper trick to keep the spell active for 8 hours...but you do need to maintain concentration for the duration.
By the Sage Advice, you don't need to transfer it to another target (e.g. a grasshopper) to maintain itbetween encounters if you had already successfully cast it on a creature and then that creature died, but you can't cast it without a target in the first place. So one popular use of the "grasshopper trick" is to cast Hex on a little tiny critter before a Short Rest (if you still have any remaining spell slots), then take a Short Rest while maintaining concentration on that Hex, recover the spell slot, then transfer that Hex as a Bonus Action at your next encounter. Voilà, creature Hexed and you still have all your spell slots.
I tend to take Shatter as soon as I can, the times I didn't I usually regretted not having an AoE attack. Xanathar's Guide offers fun new choices, so it's become a bit less of a priority for me.
At the lowest levels, I always recommend Armor of Aggyths (spelling?) I've found the extra THP and threat of damage keeps you alive long enough to survive the low levels. Mirror Image is another. I almost always dedicate some of my spell slots to something to keep me alive - warlock generally has crap defense. At high levels of fiend, I also like fire shield.
As others said, Hex is a good spell once you hit level 5 and can keep it going for 8 hours. Cast the spell, kill something, short rest before the adventuring day starts so you have both spell slots going as well as Hex. I also once had a warlock with a ring of spell storing that my DM allowed me to fill with five Hex spells cast as level 1 instead of level 5. Quite the handy little option.
Once you hit level 5, then I start talking about spells like Fly, Counter magic, Dispel Magic, and fireball/hypnotic pattern/evard's black tentacles. Well, I find that Counterspell is less useful on a warlock due to limited spell slots than anything. Anyways, this is the level that I feel that you need to start prioritizing anti-magic measures and at least one AoE effect. That's advice I give to all dedicated blaster-casters, though. Lots of people seem to like Hunger of Hadar as well at this level, but I've personally found it to be less than useful. YMMV.
Banish and Hold Person are great spells for the warlock. Lots of people like the Devil's Sight / Darkness combo as well, though I'm less a fan at higher levels.
Misty step used to be good for emergencies, but I've been considering that it might be more worthwhile to take the misty step curse feature instead with more hex-killable grasshoppers. I'm not sure, haven't had the chance to test it out. But no matter what spell you pick, having an emergency teleport spell is good to hold in your back pocket. Sometimes, you just got to bug out.
........
Maybe I, or someone else, should do a warlock guide like the other forums are doing? Or something?
No idea if this has been mentioned yet, but Witch Bolt is really really good. Up to 5d12 per turn for a minute that only needs a single attack roll and concentration? Let's go! Of course, there's also Enervation as a cross between Witch Bolt and Vampiric Touch which is good too.
No idea if this has been mentioned yet, but Witch Bolt is really really good. Up to 5d12 per turn for a minute that only needs a single attack roll and concentration? Let's go! Of course, there's also Enervation as a cross between Witch Bolt and Vampiric Touch which is good too.
No it doesn't. Only the initial damage increases that to high per the spell's wording. Then its an action to do 1d12 damage, with no to hit roll, but that damage doesn't scale.
Enervation is much better. Better damage and much better range.
No idea if this has been mentioned yet, but Witch Bolt is really really good. Up to 5d12 per turn for a minute that only needs a single attack roll and concentration? Let's go! Of course, there's also Enervation as a cross between Witch Bolt and Vampiric Touch which is good too.
No it doesn't. Only the initial damage increases that to high per the spell's wording. Then its an action to do 1d12 damage, with no to hit roll, but that damage doesn't scale.
Enervation is much better. Better damage and much better range.
Agreed. Witch Bolt is great until 3rd level, after that it’s much less useful.
No idea if this has been mentioned yet, but Witch Bolt is really really good. Up to 5d12 per turn for a minute that only needs a single attack roll and concentration? Let's go! Of course, there's also Enervation as a cross between Witch Bolt and Vampiric Touch which is good too.
No it doesn't. Only the initial damage increases that to high per the spell's wording. Then its an action to do 1d12 damage, with no to hit roll, but that damage doesn't scale.
Enervation is much better. Better damage and much better range.
Agreed. Witch Bolt is great until 3rd level, after that it’s much less useful.
I'm not sure if it's worth taking at any level. Your target doesn't even need a saving throw against the ongoing damage if they move behind cover. They just move and hey, no damage! Terrible spell. There are cantrips that ignore cover, FFS.
As a spell, Witch Bolt, is not good at all. Too low folloupdamage to use your concentration on. I would rather use Hex and then squirt my EB's for one minute. Even after a few rounds that combo does alot more damage and Hex can be reused on another target!
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I'd say that the standard "must-have" spells are fine to start with; don't forget that you can change up your spell list every time you level so whatever you choose can be changed later. My spell list has been altered drastically over time based on how useful they were. Like, when I realized that I had too many fire spells which made my spell list kind of shit against anything that was resistant to Fire. Next time I leveled up, I chose new spells that provide me with a range of damage type options.
I eventually dropped Hex because I wasn't getting enough use from it because the Fighters in my party killed everything before I got to use the d6 more than maybe twice. I shifted my focus away from damage and more support and battlefield control because that's what the party needed. I kept Eldritch Blast. It's not like it underperforms without Hex.
The recommendations can also change based on other factors, like Race selection. Like, if you're a Tiefling, don't waste a spell slot on Darkness because past a certain point because you'll get it as a racial ability (at level 3, I think?).
According to the Warlock description, you can only replace one of your spells each time you go up a level. When I decided I wanted to adjust my warlock's spell list it took me 3 levels to make all of the changes that I wanted to make!
Professional computer geek
I quite often will use misty step in combat. As the highest charisma in the party, I'll be the one forward in negotiations. If they go south, Arms of Hadar, and then bonus action Misty step away, leaving partially damaged foes ready for the melee specialists to pick off.
- Stu
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As a warlock with so few spell slots, I would only want to use Misty Step in emergency situations. Burning a fifth level warlock spell lot to teleport only 30 feet away makes me cringe a little...
...Except you can't do that. You can't cast Arms of Hadar (a 1st-level spell) and then also cast Misty Step (a 2nd-level spell) in the same turn. If you cast a spell as a bonus action, you can only casts cantrips for your action.
A good alternative is casting Thunder Step (once you have 3rd-level slots) to simultaneously damage everyone within 10ft. of you and teleport up to 90ft. away. It actually will deal more damage (~16.5 vs. ~14 for Arms of Hadar at 3rd-level slots) and is based off a CON save instead of a STR save. And you still have your Bonus Action after you BAMF out of there. Essentially superior in every way.
I consider Suggestion a "must-have" spell, for those all-too-frequent occasions when NPC's don't want to cooperate.
Mass Suggestion is a contender for the 6th level Mystic Arcanum, but it's got a lot of competition.
DICE FALL, EVERYONE ROCKS!
I will tell you. I don't use Hex.
I know it's considered heresy, because it's +1d6 damage. But there is a lot of damage you can do with a single spell, that you may or may not get back from Hex. In my mind it doesn't get close to worth it until higher levels when it last for hours or all day. Then you can long rest, cast it, short rest over breakfast. But then you can't use any other concentration spells.
If I am a melee warlock and have a hand free I always take Hellish Rebuke. This is a favorite for my Celestial Warlock because he gets +CHA to damage at 6th lvl, because it's fire. Also I took Flames of Phlegethos as 4th lvl so they take an additional 1d4 fire damage for that.
Armor of Agathys is another favorite of mine. Honestly I don't take it until I'm atleast caster level 3. At 1st level it's 5 temp hp and 5 damage. That gets 1 use. By caster lvl 3+ it gets AMAZING with 15hp and 15 damage per hit. My Celestial Warlock's first action in combat is almost always this spell (it lasts for an hour so it can last multiple combats). With 20 HP it often gets used against multiple attacks and combined with Hellish Rebuke, it deals crazy damage together. Better then I often do in combat. I often run past enemies offering AoO.
Mirror Image is probably only spell I ever take as a Warlock that doesn't go up in level. It's up to 3 free "misses" on your character.
Blur: if you're into melee and not into Mirror Image, may I recommend Blur.
Invisibility. You refresh at Short Rest, so it's often worth a spell slot for Scouting. Plus it goes up with level so you and the Rogue and eventually (a small party) can all go together. It's easy to blow during the Exploration Phase and not worry about getting it back.
Counterspell. You refresh your spells at Short Rest, so it's possible this is back before the next *big* encounter. It sucks to lose a spell but your spell autolevel up to 5th so it will cover a lot of enemy spells. It's always better to prevent damage then heal damage! In one game we have a Sorcerer with this spell and my Warlock. I'm pretty sure the GM is thiiiis close to not fielding casters anymore.
Banishment. I can't tell you how usefulBanishment is. IS the target from another plane? GONE. Is the target from our plane? gone for 1 minutes. I don't usually like Concentration spells, but this is one of the few times. We've banished the fighter who was protecting the wizard and when attacked by 2 hydras, banished 1 so we only fought them one at a time.
A lot of it comes down to build.
I have 2 warlocks in game rights now. Celestial Tomelock who's always in melee and a Hexblade Blade lock who is... mostly in melee also.
I agree with this...with only 2 spell slots at level 8, I am always hesitant to use Hex. My "go to" spells are simple. In the 1st round I will use Armor of Agathys or Hex but never both depending on the situation. I save my 2nd slot for 1 of the 3 following spells: Hellish Rebuke, Counterspell or Banishment.
As better spells (many requiring concentration) come available I can see myself using Hex less and less.
Very much enjoying Warlock with Fiend Patron (Blessed be Belial) using Hex and Scorching Rey. At 5th lvl, that's 4 rays of 3d6. And I still have EB at 5th lvl: 2 blasts of 1d10 + 1d6 + char mod. Not too shabby.
And if you use the "Hex a grasshopper, short rest, and crush the bug when you need to transfer the Hex" trick, than you keep your spell slots and Hex for 8 hours. Mirror image, Scorching Ray, and multiple chances for enhanced EB....sounds fun to me!
There is Sage Advice about Hex...you don’t need the grasshopper trick to keep the spell active for 8 hours...but you do need to maintain concentration for the duration.
By the Sage Advice, you don't need to transfer it to another target (e.g. a grasshopper) to maintain it between encounters if you had already successfully cast it on a creature and then that creature died, but you can't cast it without a target in the first place. So one popular use of the "grasshopper trick" is to cast Hex on a little tiny critter before a Short Rest (if you still have any remaining spell slots), then take a Short Rest while maintaining concentration on that Hex, recover the spell slot, then transfer that Hex as a Bonus Action at your next encounter. Voilà, creature Hexed and you still have all your spell slots.
I tend to take Shatter as soon as I can, the times I didn't I usually regretted not having an AoE attack. Xanathar's Guide offers fun new choices, so it's become a bit less of a priority for me.
At the lowest levels, I always recommend Armor of Aggyths (spelling?) I've found the extra THP and threat of damage keeps you alive long enough to survive the low levels. Mirror Image is another. I almost always dedicate some of my spell slots to something to keep me alive - warlock generally has crap defense. At high levels of fiend, I also like fire shield.
As others said, Hex is a good spell once you hit level 5 and can keep it going for 8 hours. Cast the spell, kill something, short rest before the adventuring day starts so you have both spell slots going as well as Hex. I also once had a warlock with a ring of spell storing that my DM allowed me to fill with five Hex spells cast as level 1 instead of level 5. Quite the handy little option.
Once you hit level 5, then I start talking about spells like Fly, Counter magic, Dispel Magic, and fireball/hypnotic pattern/evard's black tentacles. Well, I find that Counterspell is less useful on a warlock due to limited spell slots than anything. Anyways, this is the level that I feel that you need to start prioritizing anti-magic measures and at least one AoE effect. That's advice I give to all dedicated blaster-casters, though. Lots of people seem to like Hunger of Hadar as well at this level, but I've personally found it to be less than useful. YMMV.
Banish and Hold Person are great spells for the warlock. Lots of people like the Devil's Sight / Darkness combo as well, though I'm less a fan at higher levels.
Misty step used to be good for emergencies, but I've been considering that it might be more worthwhile to take the misty step curse feature instead with more hex-killable grasshoppers. I'm not sure, haven't had the chance to test it out. But no matter what spell you pick, having an emergency teleport spell is good to hold in your back pocket. Sometimes, you just got to bug out.
........
Maybe I, or someone else, should do a warlock guide like the other forums are doing? Or something?
My personal Warlock list depends on What I play. Let's say I am playing my Fiend Warlock concept (https://www.dndbeyond.com/forums/class-forums/warlock/22732-warlock-character-ideas-please-give-feedback) then I would start with Command and Hex and go with the following order as I level up with a few changes depending on the situation:
Level:
Mystic Arcanum choices are listed on the above link.
No idea if this has been mentioned yet, but Witch Bolt is really really good. Up to 5d12 per turn for a minute that only needs a single attack roll and concentration? Let's go! Of course, there's also Enervation as a cross between Witch Bolt and Vampiric Touch which is good too.
No it doesn't. Only the initial damage increases that to high per the spell's wording. Then its an action to do 1d12 damage, with no to hit roll, but that damage doesn't scale.
Enervation is much better. Better damage and much better range.
Agreed. Witch Bolt is great until 3rd level, after that it’s much less useful.
Professional computer geek
I'm not sure if it's worth taking at any level. Your target doesn't even need a saving throw against the ongoing damage if they move behind cover. They just move and hey, no damage! Terrible spell. There are cantrips that ignore cover, FFS.
DICE FALL, EVERYONE ROCKS!
As a spell, Witch Bolt, is not good at all. Too low folloupdamage to use your concentration on. I would rather use Hex and then squirt my EB's for one minute. Even after a few rounds that combo does alot more damage and Hex can be reused on another target!