I have recently been planning a new Warlock and I have looked back at my previous spell choices for other Warlocks and I wondered what everyone has chosen.
Below are my choices for my upcoming character:
Cantrips:
Eldritch Blast
Friends
Minor Illusion
Prestidigitation
Level 1:
Charm Person
Faerie Fire
Level 2:
Hold Person
Suggestion
Level 3:
Counter Spell
Hypnotic Pattern
Level 4:
Banishment
Dimension Door
Greater Invisibility
Sickening Radiance
Level 5:
Dominate Person
Synaptic Static
Mystic Arcanum 6th level
Circle of Death, Conjure Fey, Eyebite, Mental Prison, Mass Suggestion, Soul Cage - Its such a tough selection to choose from :(
Mystic Arcanum 7th level
Crown of Stars or Forcecage
Mystic Arcanum 8th level
Dominate Monster or Feeblemind
Through the Fey touched Feat i'm going to pick up Misty Step and Command.
I am a celestial warlock who covering the cleric responsibilities to some extent so my selections are weird.
Fey touched with misty step and hex (I cast it once a day so why not get it free) 1. Hellish Rebuke 2. Flaming Sphere, Invisibility, Lesser Restoration 3. Fly 4. Guardian of Faith, Hallucinatory Terrain, Sickening Radiance, Wall of Fire 5. Greater Restoration
Via invocations she has freedom of movement and polymorph.
Next level (11) she is dropping wall of fire and grabbing flame strike, and revivify. She will be trying out Tasha's OtherWorldly Guise
One thing I've learned with my current Warlock(a Shadar-Kai Hexblade who I've managed to keep from being too Gothy McEdgelord), is the joy of telling my DM to roll an Intelligence save. :) Here are a few of my faves:
Cantrips - My favorite backup cantrip damage after Eldritch Blast lately has been Mind Sliver. Psychic damage is fun to whip out, and if I'm facing something like a Mind Flayer I can still just EB it in the face. Nerfing a saving through is also really good fun. Especially if you're tag-teaming with someone like a Cleric trying to land Sacred Flame. I also enjoy Mage Hand, sometimes it's nice to be able to open a chest or pick up an object without actually having to touch it. GREAT for Mimic checks :)
1st Level - Armor of Agathys and Arms Of Hadar are fun for a Bladelock, though I'm probably going to swap out Arms Of Hadar at some point soon, as we face monsters with better Str saves. But AoA is really good fun. If I'm a Feylock, I love taking Faerie Fire. Giving your party advantage on targets for a duration is VERY useful.
2nd Level - Misty Step, always nice to be able to BAMF out of someone's melee range, especially since it's a Bonus Action and you can then follow up with some Eldritch Blast. Or as a Bladelock, swing swing BAMF away. I'm also a big fan of Shatter. It's the opposite of subtle, but it's AoE damage as a 2nd-level spell, which is nice. And Thunder damage is rarely resisted. But like Arms Of Hadar, as you level up your targets are going to be making their Con saves a LOT more often.
3rd Level - Thunder Step, it's as if Dimension Door and Shatter had a spell baby :) Drop a flashbang and GTFO, and even get one of your buddies out of the melee furball at the same time. What's not to love? And at this level we get one of my absolute favorite spells, Enemies Abound. Is it the most powerful 3rd-level spell? Doubtful. Is it fairly situational? Absolutely. But do you remember playing Assassin's Creed as Ezio and firing those poison darts that made the target to crazy and start attacking everyone around them? That's why I love Enemies Abound :)
4th Level - Banishment is a nice way to try and get a particuarly nasty enemy out of the way while your party clears the riff-raff can be helpful, and if they're an extraplanar entity, you might be able to shoo them for good! Also a big fan of Dimension Door, being able to teleport away from a sticky situation is always useful, especially when you can take someone with you.
5th Level - Far Step, because as I've said, teleportation is awesome. And being able to bounce around the battlefield turn after turn is especially awesome. And Hold Monster, it's a classic for a reason.
6th Level - I really want to try Mental Prison, I just love the concept of it. But Mass Suggestion is hard to beat for overall usefulness.
7th Level - Lots of useful options, and in certain campaigns I'd definitely go for something like Finger Of Death or Plane Shift, but I'd say my favorite at this level is Forcecage.
8th Level - Dominate Monster & Feeblemind are definitely my go-to's here
9th Level - It's SO hard not to pick Foresight here. It's just so freaking good! But I really want to try Psychic Scream sometime.
Its interesting to see other people's choices and their motives for taking certain spells.
@cgarciao - Interesting Spike Growth choice. I'm assuming you are a Dao Genie warlock?
Yup, dao genie has strong defense options at any given level. In tier 1, spike growth has proven it's weight in gold. You flat out shut down melee combatants, no save required, and in a good number of those instances they're as good as dead. It's also nice being an earth gensasi genie warlock, cause you also get pass without trace. Lots of defensive utility!
I'd also strongly consider taking summon greater demon, since some of those options are great for battlefield control or increasing action economy on your side if need be. You could also intentionally lose concentration on the spell, so long as you do so strategically, and cast another concentration spell, maybe summon a shadow spawn or another demon.
I am a celestial warlock who covering the cleric responsibilities to some extent so my selections are weird.
Fey touched with misty step and hex (I cast it once a day so why not get it free) 1. Hellish Rebuke 2. Flaming Sphere, Invisibility, Lesser Restoration 3. Fly 4. Guardian of Faith, Hallucinatory Terrain, Sickening Radiance, Wall of Fire 5. Greater Restoration
Via invocations she has freedom of movement and polymorph.
Next level (11) she is dropping wall of fire and grabbing flame strike, and revivify. She will be trying out Tasha's OtherWorldly Guise
Wall of Fire is IMHO a great spell, I would keep it. Why you don‘t drop Lesser Restoration? For a Warlock with Greater Restoration it‘s redundant.
Good questions. Lesser restoration has no cost and while I would love to have a cookie jar full of diamond dust I do not have said cookie jar yet.
On the other end we are currently playing spelljammer and between the phlogiston being flammable, and the number of combats on wooden boats fire spells are a bit more dangerous than normal. Wall of fire is great though. I have it in my list for a reason its just not getting a lot of use lately.
Its so bad the sorcadin in the party is considering giving up fireball.
1 Hex: An extra 1d6 might not seem like much but it lasts an hour at first level which can be through multiple encounters which will probably get you to a short rest. Keep in mind that the adventuring day is designed to deplete your resources and for a warlock with 2 slots having a spell that lasts through multiple encounters is a huge benefit. Not only does it scale with EB blasts, it also lasts 8 hours or more when cast at 3rd level or higher. This means that you can hold concentration on Hex through a short rest, and get back all your slots.
2 Misty step, Suggestion
3 Hunger of Hadar Super under rated spell. It automatically blinds everything with no save in the 20ft radius, and because it causes darkness, anyone with darkvision will have advantage. It's also difficult terrain so if you use repelling blast you can keep enemies inside for a long time, and keep knocking them back in.
Blinded also means that vs a spellcaster, all spells that require a point you can see are now not castable.
For my first level Undead warlock, I chose Eldritch Blast and Prestidigitation as my cantrips, and Bane and Hellish Rebuke as my 1st level spells. As a Hexblood, she also got access to the Disguise Self spell.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I have recently been planning a new Warlock and I have looked back at my previous spell choices for other Warlocks and I wondered what everyone has chosen.
Below are my choices for my upcoming character:
Cantrips:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Mystic Arcanum 6th level
Mystic Arcanum 7th level
Mystic Arcanum 8th level
Through the Fey touched Feat i'm going to pick up Misty Step and Command.
I am a celestial warlock who covering the cleric responsibilities to some extent so my selections are weird.
Fey touched with misty step and hex (I cast it once a day so why not get it free)
1. Hellish Rebuke
2. Flaming Sphere, Invisibility, Lesser Restoration
3. Fly
4. Guardian of Faith, Hallucinatory Terrain, Sickening Radiance, Wall of Fire
5. Greater Restoration
Via invocations she has freedom of movement and polymorph.
Next level (11) she is dropping wall of fire and grabbing flame strike, and revivify. She will be trying out Tasha's OtherWorldly Guise
One thing I've learned with my current Warlock(a Shadar-Kai Hexblade who I've managed to keep from being too Gothy McEdgelord), is the joy of telling my DM to roll an Intelligence save. :) Here are a few of my faves:
Cantrips - My favorite backup cantrip damage after Eldritch Blast lately has been Mind Sliver. Psychic damage is fun to whip out, and if I'm facing something like a Mind Flayer I can still just EB it in the face. Nerfing a saving through is also really good fun. Especially if you're tag-teaming with someone like a Cleric trying to land Sacred Flame. I also enjoy Mage Hand, sometimes it's nice to be able to open a chest or pick up an object without actually having to touch it. GREAT for Mimic checks :)
1st Level - Armor of Agathys and Arms Of Hadar are fun for a Bladelock, though I'm probably going to swap out Arms Of Hadar at some point soon, as we face monsters with better Str saves. But AoA is really good fun. If I'm a Feylock, I love taking Faerie Fire. Giving your party advantage on targets for a duration is VERY useful.
2nd Level - Misty Step, always nice to be able to BAMF out of someone's melee range, especially since it's a Bonus Action and you can then follow up with some Eldritch Blast. Or as a Bladelock, swing swing BAMF away. I'm also a big fan of Shatter. It's the opposite of subtle, but it's AoE damage as a 2nd-level spell, which is nice. And Thunder damage is rarely resisted. But like Arms Of Hadar, as you level up your targets are going to be making their Con saves a LOT more often.
3rd Level - Thunder Step, it's as if Dimension Door and Shatter had a spell baby :) Drop a flashbang and GTFO, and even get one of your buddies out of the melee furball at the same time. What's not to love? And at this level we get one of my absolute favorite spells, Enemies Abound. Is it the most powerful 3rd-level spell? Doubtful. Is it fairly situational? Absolutely. But do you remember playing Assassin's Creed as Ezio and firing those poison darts that made the target to crazy and start attacking everyone around them? That's why I love Enemies Abound :)
4th Level - Banishment is a nice way to try and get a particuarly nasty enemy out of the way while your party clears the riff-raff can be helpful, and if they're an extraplanar entity, you might be able to shoo them for good! Also a big fan of Dimension Door, being able to teleport away from a sticky situation is always useful, especially when you can take someone with you.
5th Level - Far Step, because as I've said, teleportation is awesome. And being able to bounce around the battlefield turn after turn is especially awesome. And Hold Monster, it's a classic for a reason.
6th Level - I really want to try Mental Prison, I just love the concept of it. But Mass Suggestion is hard to beat for overall usefulness.
7th Level - Lots of useful options, and in certain campaigns I'd definitely go for something like Finger Of Death or Plane Shift, but I'd say my favorite at this level is Forcecage.
8th Level - Dominate Monster & Feeblemind are definitely my go-to's here
9th Level - It's SO hard not to pick Foresight here. It's just so freaking good! But I really want to try Psychic Scream sometime.
Cantrips: eb, minor illusion. Later get mage hand.
1st, hex, sanctuary
2nd: spike growth, spider climb, switch hex for phantasmal force
3rd, hypnotic pattern, summon shadow spawn, switch spider climb for something else.
4th, banishment, dimension door
5th, synaptic static, wall of stone
6th, mass sug
7th force cage
8th dom monster
9th wish
Some really good suggestions.
Its interesting to see other people's choices and their motives for taking certain spells.
@cgarciao - Interesting Spike Growth choice. I'm assuming you are a Dao Genie warlock?
Yup, dao genie has strong defense options at any given level. In tier 1, spike growth has proven it's weight in gold. You flat out shut down melee combatants, no save required, and in a good number of those instances they're as good as dead. It's also nice being an earth gensasi genie warlock, cause you also get pass without trace. Lots of defensive utility!
I'd also strongly consider taking summon greater demon, since some of those options are great for battlefield control or increasing action economy on your side if need be. You could also intentionally lose concentration on the spell, so long as you do so strategically, and cast another concentration spell, maybe summon a shadow spawn or another demon.
I have previously ran a Dao genie warlock and used to pair Spike growth with the druid using entangle. It was absolutely carnage!
Wall of Fire is IMHO a great spell, I would keep it. Why you don‘t drop Lesser Restoration? For a Warlock with Greater Restoration it‘s redundant.
Good questions. Lesser restoration has no cost and while I would love to have a cookie jar full of diamond dust I do not have said cookie jar yet.
On the other end we are currently playing spelljammer and between the phlogiston being flammable, and the number of combats on wooden boats fire spells are a bit more dangerous than normal. Wall of fire is great though. I have it in my list for a reason its just not getting a lot of use lately.
Its so bad the sorcadin in the party is considering giving up fireball.
Fiend Tomelock 9th level with Fey Touched Misty Step and Hex:
Cantrips: EB, Prestidigitation, Minor Illusion (plus Guidance, Shape Water and Mind Sliver)
1. Silent Image (Invocation) Rituals: Alarm, Comprehend Languages, Detect Magic, Find Familiar, Identify, Speak with Animals, Unseen Servant
2. Invisibility Rituals: Animal Messenger, Augury
3. Dispel Magic, Hypnotic Pattern, Tongues (campaign reasons, I would have preferred Fly) Rituals: Phantom Steed, Tiny Hut
4. Polymorph (Invocation), Banishment, Shadow of Moil, Summon Greater Demon, Wall of Fire
5. Synaptic Static, Scrying Rituals: Commune with Nature, Telepathic Bond
1 Hex:
An extra 1d6 might not seem like much but it lasts an hour at first level which can be through multiple encounters which will probably get you to a short rest. Keep in mind that the adventuring day is designed to deplete your resources and for a warlock with 2 slots having a spell that lasts through multiple encounters is a huge benefit. Not only does it scale with EB blasts, it also lasts 8 hours or more when cast at 3rd level or higher. This means that you can hold concentration on Hex through a short rest, and get back all your slots.
2 Misty step, Suggestion
3 Hunger of Hadar
Super under rated spell. It automatically blinds everything with no save in the 20ft radius, and because it causes darkness, anyone with darkvision will have advantage. It's also difficult terrain so if you use repelling blast you can keep enemies inside for a long time, and keep knocking them back in.
Blinded also means that vs a spellcaster, all spells that require a point you can see are now not castable.
For my first level Undead warlock, I chose Eldritch Blast and Prestidigitation as my cantrips, and Bane and Hellish Rebuke as my 1st level spells. As a Hexblood, she also got access to the Disguise Self spell.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
For a full warlock build, 20 levels in warlock? Heres what i'd use:
Race can be anything, maybe Aasimar for the cha boost
Class: Personally hexblade warlock all the way
Pact of the blade
Eldritch invocations:
Agonizing blast, Eldritch spear, Eldritch smite, Eldritch armor, Fiendish vigor, Life drinker, Thirsting blade, Ultimate pact weapon
Cantrips:
-Eldritch blast
-Prestidigitation
-Toll the dead
-Lightning lure
1st level spells:
-Armor of agathys
-Arms of hadar
-Charm person
-Shield
2nd level spells:
-Hold person
-Blur
-Shadow blade
3rd level spells:
-Thunderstep
-Fly
4th level spells:
-Shadow of Moil
5th level spells:
-Enervation
-Far step
-Infernal calling
-Modify memory
-Hold monster
Mystic Arcanums:
-Level 6: Create undead
-Level 7: Power word Pain
-Level 8: Dominate monster
-Level 9: Blade of disaster
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
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