Whether you didn’t read the fine print on the devil’s contract, stared into the wrong abyss, or simply picked up a particularly cursed sword, you’re a warlock now. Don’t worry if your patron sends you on a dangerous journey—they’re giving you lots of magical superpowers, so it all balances out. (Right?)
As a warlock, your patron expands your spell list with about 10 additional spells, letting you further customize your magic. But what about spells that nearly any warlock might select? Below, I’ve compiled a list of 10 of the best warlock spells, most of which should fit most patrons and playstyles.
- Armor of Agathys
- Crown of Stars
- Eldritch Blast
- Eyebite
- Far Step
- Hex
- Hypnotic Pattern
- Mirror Image
- Shadow of Moil
- Synaptic Static
Pact Magic
As we know and love and lament, the warlock has very few Pact Magic slots to use for spellcasting. From 2nd level to 10th level, the warlock boasts two whole Pact Magic slots, which they regain on a Short Rest. With this in mind, warlocks need to ensure that the spells they cast provide value for as long as possible, ideally for an entire encounter.
You should also always keep an eye on what spell slot you're currently casting spells at based on your warlock level. If you can only cast spells using a 3rd-level spell slot, choosing a 1st-level spell that you can't upcast doesn't provide good value for your limited resources.
1. Armor of Agathys
1st-level abjuration
Starting off the list with a warlock exclusive, I present armor of agathys. You are covered in a protective, spectral frost that grants you that temporary hit points and damages any foe who hits you with a melee attack. This single spell, particularly when upcast, provides a powerful defense against swarms of smaller monsters, obliterating them for daring to touch you.
Let’s say an enemy necromancer summons skeletons to attack your party, and you cast armor of agathys to protect yourself. You’re a 7th level warlock, so your 4th level Pact Magic slots grant you 20 temporary hit points. A skeleton hits you with its shortsword for 4 damage; your armor of agathys erupts in icy spikes, dealing 20 cold damage to the skeleton, obliterating it. The second one hits for 6 damage; though you only have 16 temporary hit points remaining, your spell still deals 20 cold damage to the second skeleton, destroying it as well.
2. Crown of Stars
7th-level evocation
Crown of stars is a powerful upgrade for warlocks who prefer to stay at range, blasting enemies from the safety of “behind the paladin.”
Now, radiant damage in particular may not suit your warlock; very fair. But in terms of mileage, crown of stars is nearly impossible to beat. Motes of starlight circle your head, sparking and crackling with your patron’s power. For one use of your 7th-level Mystic Arcanum, you have seven long-range bonus action spell attacks, greatly increasing your potential for damage output. Warlocks aren’t usually dealing much damage as a bonus action, but crown of stars grants you the opportunity to deal 4d12 damage seven times. And crown of stars doesn’t even require concentration! Combine it with debilitating spells like hypnotic pattern, damaging spells like hex, or defensive spells such as shadow of moil.
If your patron is darker and more evil, perhaps they will find the radiant damage more palatable if you pitch it as moonlight? Not sure, but good luck! Maybe ask the celestial warlocks for advice.
3. Eldritch Blast
Evocation cantrip
Eldritch blast, commonly—and, with the proper Eldritch Invocations, rightly—referred to as the most powerful cantrip in fifth edition. So powerful, in fact, that other arcane casters are so desperate for this cantrip that they will select feats or dip into the warlock class for it. Why invest so much in a cantrip, simple streaks of magical energy?
Before we even begin boosting its power with Eldritch Invocations, this cantrip has two advantages over its competition: a more valuable damage type, and greater tactical flexibility.
Force damage is one of the least-resisted damage types in the game. Fire bolt and toll the dead can deal similar damage, but fire will glance off of many fiends and necromancy will be useless against many undead. Casters of all stripes also yearn for eldritch blast because it distributes damage in multiple beams, providing more tactical flexibility than a single-target cantrip. Use this to impose multiple concentration checks on one spellcaster, or to distribute this damage among a mob of enemies.
This cantrip already has a bit of a leg up on its competition, and we haven’t touched an Eldritch Invocation yet. Five Eldritch Invocations can amplify eldritch blast’s power:
- Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Eldritch Spear: When you cast eldritch blast, its range is 300 feet.
- Grasp of Hadar: Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
- Lance of Lethargy: Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
- Repelling Blast: When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Want to take this cantrip to its extreme? A 9th-level warlock with these 5 invocations could use Eldritch Blast from 300 feet away and could use the beams to yank the target 10 feet in any direction and reduce their speed by 10 feet. (Want to keep dialing it higher? Pick up the Spell Sniper and Metamagic Adept feats to extend the range out to 1200 feet, turning you into an ultimate arcane sniper.) Every enemy standing near a ledge or cliff would be one eldritch blast away from falling to their demise, no saving throw required.
No other cantrip comes close to this degree of battlefield control, precision, flexibility, and damage.
4. Eyebite
6th-level necromancy
Eyebite is D&D’s version of giving someone the stink eye, making it the perfect spell for the spooky and disturbing warlock. You imbue yourself with dark power, filling your eyes with shadow, and any creature who suffers your gaze must make a Wisdom saving throw or suffer a debilitating effect, such as retching, panicking, or immediately falling asleep. If my goal is to be a dark and creepy spellcaster and I’m able to stare someone into puking, I would think I’ve peaked.
Like many warlock spells, eyebite is designed to last an entire encounter, requiring concentration but in return giving you a powerful action you can perform each turn.
5. Far Step
5th-level conjuration
If you want your warlock to be highly mobile and difficult to pin down, far step is your dream come true. As simple as it is useful: This concentration spell lasts for 1 minute, during which you can use your bonus action to teleport 60 feet to an unoccupied space you can see. That’s twice the distance of misty step!
Use far step to stay out of enemies’ melee range, find an angle for eldritch blast where your foe doesn’t have cover, or ensure you can catch as many enemies as possible in an area of effect. You could also invoke far step during a heist to poof down a hallway of guards or out a window. Or, finally, spice up your rooftop chase scene with a little teleportation!
6. Hex
1st-level enchantment
Hex is a staple for the warlock, much like hunter’s mark is for the ranger or spiritual weapon is for the cleric. When you hex a target, you make them more vulnerable to your attacks and can hinder one ability of your choice. Hitting a target causes them to take additional damage, so you’ll want to pair this with damaging cantrips like chill touch or eldritch blast to maximize damage without spending many spell slots.
But hex is more than just the perfect power-up for eldritch blast—it also has a critically useful roleplay application. When you hex a target, you can select one of their abilities, such as Intelligence, Wisdom, or Charisma, and impose disadvantage on their checks made with that ability. If you can manage to sneakily cast this spell on a target before a social interaction, you can gain a huge upper hand.
Impose disadvantage on Insight (Wisdom) checks before you tell a lie, or on Investigation (Intelligence) checks before they have an opportunity to inspect your disguise self spell. This feature does have combat implications as well: impose disadvantage on Athletics (Strength) or Acrobatics (Dexterity) checks so your fighter has an easier time shoving targets prone, or on the enemy mage’s spellcasting ability checks before they cast counterspell or dispel magic.
Hex is a warlock’s best friend, hindering enemies in and out of combat.
7. Hypnotic Pattern
3rd-level illusion
Everybody has their own preferred playstyle, but when I play a warlock I often like to spend my Pact Magic slots on control or debuff spells that can last for an entire encounter. Some will prefer hold person or banishment, others might like fear or sickening radiance—all great choices. I prefer hypnotic pattern, a 30-foot cube of twisting colors and enchanting lights. The spell goes off like a flashbang, charming and incapacitating enemies and reducing their speed to 0 for 1 minute or until they take damage or are shaken awake. Hypnotic pattern allows your party to take out dazed foes one-by-one or could create the opportunity your party needs to flee from a horde.
If mass incapacitation isn’t your style and you prefer to make foes susceptible to your allies’ magic, use the Thief of Five Fates Eldritch Invocation to pick up bane. (Or just ask your Undead patron very nicely.)
8. Mirror Image
2nd-level illusion
Mirror image is one of the best lower-level defensive spells in the game. As fun as it is to teleport around the battlefield and strike fear into the hearts of enemies, you can’t do any of that unless you stay alive. Mirror image conjures three illusory duplicates of yourself that appear in your space and confuse attackers. When a creature targets you with an attack, you roll a d20 to determine whether the attack is targeting you or one of your duplicates. Your duplicates are instantly destroyed by any attack that successfully hits them, but they ignore all other damage and effects.
You’ll breathe a deep sigh of relief when the DM rolls a critical hit, only to destroy one of your illusory duplicates while you remain unharmed. Just be prepared for your bard to make a few predictable jokes about how “one of you was frightening enough.”
9. Shadow of Moil
4th-level necromancy
Once you reach 7th level, you’ll be able to cast shadow of moil, a potent defensive spell that I think goes overlooked. It makes you much harder to hit, wraps you in darkness, grants you resistance to radiant damage, and deals damage to nearby enemies who do manage to hit you.
If you’re a warlock who stays at longer range, shadow of moil might be most useful to cover a retreat and ensure you don’t get bogged down by arrows or zombies. If you’re a Hexblade who doesn’t want to spend concentration on an offensive spell like spirit shroud, then you’ll love this spell during melee combat. Finally, this could also be useful when sneaking around or partaking in a heist, as it shrouds you in shadow and obscures the details of your face.
10. Synaptic Static
5th-level enchantment
Warlocks deserve a couple of damage-dealing area-of-effect spells, as a treat. And though warlocks don’t get some of the classics like fireball or lightning bolt, synaptic static is worth the wait. Synaptic static forces an Intelligence saving throw, in which monsters are rarely proficient, and it deals psychic damage, to which enemies are rarely resistant. Furthermore, it hinders a target for up to 1 minute, weakening its attacks and ability checks. This lasting effect helps make a one-time burst of damage worthwhile to a warlock with few slots to spare.
If you want your area of effect spell to cover a bigger area—or perhaps psychic damage just isn’t your style—take a look at circle of death.
Building a Warlock
Now that you’ve selected some spells from the warlock spell list and rounded them out with spells provided exclusively by your patron, it’s time to jump over to the D&D Beyond character builder and create your favorite eldritch spellcaster!
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
Thank you so much for this- planning on my next character being a warlock and this will definitely come in handy!
Also second comment.
3rd. Also, Eldritch Blast is pretty good
Toll the Dead doesn’t work with Hex.
Beat me to it. Also, Synaptic Static is enchantment, not abjuration.
I am admittedly a shameless fan of Eyebite for how very evilish it feels.
Hex doesn’t work with Toll the Dead, as it’s a saving throw and not an attack.
Thief of Five Fates is not really worth it compared to the other invocations that are available. If you want bane that badly, the Fey Touched feat is a much better option.
One piece of advice for players who want to pick up hypnotic pattern, like mentioned in the article this is one of the best debilitating spells in the game for its level; however, in the later levels (when your slots go above 3rd level) this spell gets left behind as it does not have any benefit to being upcast so after 6th level the spell only goes down in usefulness as you get better spells and your other lower level spells get more powerful. The same is true for hex (kinda) the spell itself doesn't get better when casting it a higher level, unless your DM is having combats take longer than 600 rounds, but the boost to eldritch blast does mean you get more milage out of the spell. Moral of the post, taking a level in another spell that can caste spells is usually a great idea for warlocks so your fun spells that don't scale well can still be used at a low level.
Fixed these mistakes!
I honestly expected eldritch blast to be the only spell on this list-
I think you're underselling the power of Shadows of Moil a bit. By making you heavily obscured, not only are enemies at a disadvantage to attack you, you have advantage to attack them. The heavily obscured aspect of the spell has the effect of applying the blinded condition to any enemy trying to see you, and that condition grants advantage to any attack roll made against the blinded creature. Shadows of Moil essentially grants ongoing advantage to the warlock casting it for any attack roll he makes, in addition to the spell's other benefits.
I always like hold person, invisibility and fly for their solid upcasting ability which falls into warlock's niche. Get the most bang for your buck, even before level 10.
My brother you missed the true best spells:
Glibness: Does your DM like casting spells. Remove that option from him with a minimum 20 Counterspell.
Rautholim’s Psychic Lance: Does your DM enjoy playing the game on monsters with bad INT scores. Use this and cackle hysterically as all it can do is run.
Tasha’s Otherworldly Guise: This spell is absolutely cracked beyond human belief. Gaining free immunities, flight, is really good. On a warlock with four attacks from Eldritch blast, it’s beautiful.
Etherealness: Say no to walls and other obstacles.
Spirit Shroud: If you can stay in melee and get off Eldritch spirit shroud, the average monster is going to have it’s face melted off.
Suggestion: You might have high charisma, but now you can hopefully make people do things you need them to. Mass Suggestion is the better more spicy version of this if you want it.
Dimension Door: 500 foot teleport is good. Also let’s you take a friend. If you ever need to close a gap or run away, this spell slaps.
Glibness is a very bad Warlock spell.
1) Warlocks should only be counterspelling in the most dire of circumstances, given that it's 25% of their total spell slots at best. Using another 25%* of your spell slots as a start up cost creates even more waste. *Technically Mystic Arcanum has a guaranteed affect on this
2) Spell slot level means that automatic counterspells happen more frequently for Warlocks. Having an automatic 5th level spell slot is often enough by itself, because it hits mid-leveled control spells like banishment or wall of force.
3) Generally I prefer to have my Mystic Arcanum spells be repeatable. If you're not going to repeatedly cast an Arcanum spell, the rest of your spell list had better be pretty tight. Not an insurmountable challenge, but a factor none the less.
4) Two of the spells (Feeblemind, Maddening Darkness) that would compete for the 8th level spell slot are longer range than Counterspell. If you're really worried about counters, just use the long range spells.
Glibness is a great Bard spell. Here, it's a trap choice.
Mass Suggestion is so good that I chose it for two of my Mystic Arcana on my last high-level Warlock (6 and 7).
Psychic Scream is one of the single best encounter enders in the game.
Glibness is incredible for any Charisma caster.
Far Step and Synaptic Static are great, but Dream is surprisingly good (and don't forget Scrying).
Shadow of Moil is one of the best self buffs in the game.
Mirror Image is not a great Warlock spell. It has a very narrow window where it's really worth it, and even then you can usually find a better use for your limited spell slots. Darkness, Invisibility, Mind Spike, Misty Step, and especially Suggestion are much higher on my Warlock priority list.
Hold Person should be on the list, especially in a campaign where humanoids will be frequently encountered.
Now, the WARLOCK, is an honestly bad ass class. Unlike their wizard and sorcerer counter parts, warlocks get light armor. Anyone who has played the warlock class on DDO, knows that eldritch blast burns down bad guys fast. Better yet, eldritch blast can be enhanced. The only real restrictions on the warlock could be alignment issues and their patron. I say this because most paladins probably would not care for someone with the demon patron, the great old one, or the undying. A lawful good paladin might even take issue an anarchic or neutral fey patron. Now if Wizards took a look at 3.5 and brought back the alignment shift or allowed paladins to non lawful good deities in the game, perhaps there could be more flexibility. But that is not the warlock class itself. This class does not start weak, and only gets better as they grow. To bad that a player cannot use all of these abilities. The real downside is choosing what to keep and what to leave behind.
Ok, so i can only find armor of shadows in the lists of eldritch invocations. am i missing game content?
You can freely swap a warlock spell for a new spell when you level, so you can drop Hypnotic Pattern for a new spell later.
How is it that polymorph never made it on this list? Is it because it can also be ta
ken as an invocation, called "sculptor of flesh"? Every Warlock needs polymorph.
Nice list, SIckening Radiance is one of my personal favourites for my Warlock
Here, have some builds that are pretty fricken cool(to me at least)
My favorite max level warlock build: if you are a max level Protector Aasimar Undead warlock, and have the Grasp of Hadar and Agonizing Blast invocations, then you can use your Radiant Soul and Form of Dread, fly up, and each turn you can shoot a creature, using Grave Touched, you are hitting for 5d10 necrotic+20 radiant+ 1d6 bludgeoning(Grasp of Hadar)+ 5 necrotic(Agonizing Blast), for an average of 53 damage each turn, for up to 10 rounds. assuming you use all 10 rounds, that is 530 damage in total. And you can repeat this every day. and if you use Spirit Projection, you are regaining ~26 hp every turn while you have resistance to bludgeoning, piercing, and slashing damage. basically making you immortal for a minute.(just dont lose concentration!)
edit: Genie warlock patron(dao for this example) can do something similar, assuming same race and invocations, you are hitting for 4d10 force+20 radiant+ 1d6 bludgeoning(Grasp of Hadar)+ 5 force(Agonizing Blast), +6 bludgeoning(Genies Wrath) for an average of 54 damage, still for 10 rounds. but on the other hand, this isnt healing you.
a cute little first level build: genie warlock, dao(because its the best spell wise), make sure you have 16 dex. with a light crossbow, and Genie's Wrath, you are hitting for 1d8+3 piercing +2 bludgeoning, for an average of 9 damage, max of 13, minimum of 6, thats without any racial abilitys. while eldritch blast+Genie's Wrath is only doing average of 7, max of 12, minimum of 3. this is great when you combine it with a rogue at later levels. or if you wanna continue with warlock for invocations, grab the crusher feat and repelling blast, you can now juggle people above your head.