Warlock class is the most bring-your-own-build spellcaster in Dungeons & Dragons. All of the Warlocks' major abilities are picked practically a la carte via player selection. In addition to the spell and subclass choices that most spellcasters have, you’re given Eldritch Invocations and Mystic Arcanum to fine-tune both the roleplaying flavor and mechanical nature of your Warlock at almost every level. Feats give you another set of options as you peruse the buffet of your character build.
Since there are many different ways to play a Warlock, a lot of feat choices work well with your power set, but when it comes to some of the most popular gameplay choices, here are our picks for the best feats for Warlocks in the 2024 Player’s Handbook.
Feats Are Now Standard in the 2024 Player’s Handbook
Feats allow you to shape the development of your character, and in the 2024 Player's Handbook, they're integral to your character's creation and development. The new Player's Handbook introduces some brand new feats, like Musician and Crafter, and even includes some favorites from Tasha’s Cauldron of Everything, such as Telekinetic.
Feats have also been separated into four groups: Origin feats, which are granted by your background and which can be taken whenever you get a feat; General feats, which you can access starting at level 4; Fighting Style feats, which are granted by specific class features; and Epic Boons, which are awarded at level 19.
Best Origin Feats for a Warlock
Lucky
Associated Backgrounds: Merchant, Wayfarer
As a Warlock, the greatest foe to the tried and true Eldritch Blast is missing on your attack rolls. Likewise, when you get yourself a fancy bound weapon from your Pact of the Blade invocation, you’ll probably like having more chances to hit with it. With the Lucky feat, you gain access to a pool of Luck Points equal to your Proficiency Bonus that you can use to manipulate your fate. By spending a Luck Point, you’ll be able to gain Advantage on a D20 Test, which is a new term in the 2024 Player’s Handbook that encompasses ability checks, saving throws, and attack rolls. You can also use a Luck Point to impose Disadvantage on attack rolls against you.
There are two backgrounds that bestow the Lucky feat, Merchant and Wayfarer. Both make enticing choices for Warlocks, since a Merchant knows their way around a deal and a Wayfarer might enter into a pact as a means of surviving. Both backgrounds offer a potential +2 boost to your Charisma score and the Merchant offers Constitution or Intelligence while the Wayfarer offers Dexterity or Wisdom.
Magic Initiate
Associated Backgrounds: Acolyte (Cleric), Guide (Druid), Sage (Wizard)
For a Warlock, having the Magic Initiate feat is almost like getting a level 1 version of your Mystic Arcanum benefits. Just like Mystic Arcanum, Magic Initiate gives you access to a spell that you can cast once per Long Rest without expending one of your Pact Magic slots. Plus, you get to take an additional pair of cantrips from the spell list you choose, which would double your number of cantrips to start the game with. This feat also pairs well with the Pact of the Tome invocation to help you build a robust selection of cantrips and spells to start the game with.
Of the three backgrounds that offer Magic Initiate, the Acolyte option, which gives you access to the Cleric spell list, is the most fitting for the Warlock class since it’s the only one that offers a bonus to your Charisma modifier when starting the game. Plus, the potential backstory of an Acolyte in service of a specific faith slipping into the service of a patron instead could be a very fun Warlock build.
Skilled
Associated Backgrounds: Charlatan, Noble, Scribe
Warlock play styles can have as much nuance as the fine print on a patron’s contract. But if you’re playing a Warlock to fill the face character niche that might otherwise be filled with a Rogue or Bard, the Skilled feat can offer you proficiency in three extra skills or tools. These can aid your scoundrel of a Warlock in exploration or social interaction encounters.
Of the three backgrounds that offer Skilled as an Origin feat, the Charlatan background is the one we recommend as a great choice for Warlocks of a less than reputable persuasion. The flavor leans heavily toward the type who might strike up a bargain with an otherworldly patron, and the associated Ability Score Increase benefit for the background can help you boost your Charisma for Pact Magic and Dexterity or Constitution for AC or Hit Point boosts. The background grants you proficiency in Deception and Sleight of Hand, so you could use the proficiencies offered by the Skilled feat to cover any gaps in your skill set. Say, for example, Stealth and Thieves’ Tools.
Savage Attacker
Associated Backgrounds: Soldier
The Savage Attacker feat is a pairing we recommend for a Warlock following the Pact of the Blade to be a melee fighter. If you take this invocation and then take the Thirsting Blade and Devouring Blade invocations at levels 5 and 12, you’ll have three attacks per turn with your pact weapon. With the Savage Attacker feat, once per turn you’ll have a chance to roll a weapon’s damage dice twice and use either of the two results.
Since the Savage Attacker feat is paired with the Soldier background, it offers boosts to Strength, Dexterity, or Constitution, but not Charisma. If you’re building a melee-focused Warlock, this could still work in your favor as boosts to your Dexterity can help maximize your AC, while Constitution can bump up your Hit Point maximum. Both will allow you some increased survivability in close quarters. Alternatively, Origin feats can be taken anytime a feat is available, not just when you pick up your background. So if Savage Attacker appeals to you, you could choose it when selecting a General feat, or as the extra Origin feat available at character creation for Human characters.
Best General Feats for a Warlock
Spell Sniper
Prerequisites: Level 4+, Spellcasting or Pact Magic Feature.
This is a primo feat for Warlocks who focus on their magic, whether that means working through various spells or just firing Eldritch Blast every single turn. Yeah, I see you. With Spell Sniper, you can ignore Half Cover and Three-Quarters Cover when you make your attack rolls for spells. You also no longer attack with Disadvantage when making ranged attacks with spells when within 5 feet of your target.
A benefit of this feat that may be of extra interest to Warlocks is that Spell Sniper also increases the range of your ranged spell attack by an additional 60 feet. This would stack with the Eldritch Spear invocation which gives you additional range on a selected cantrip that deals damage and has a range of 10+ feet. The range on Eldritch Spear is 30 times your Warlock level, so when combined with Spell Sniper your range for the associated cantrip would top out at 660 feet. Plus you’d get the Spell Sniper boost of 60 feet for all of your other ranged spells.
In the 2024 Player’s Handbook, all General feats come with the Ability Score Increase benefit. For Spell Sniper, you get to choose to increase your Intelligence, Wisdom, or Charisma score by 1. So you get a boost to your spellcasting modifier in addition to this boost to your ranged spells.
Skulker
Prerequisites: Level 4+, Dexterity 13+
The Skulker feat is one we specifically recommend for Warlocks using the Archfey Patron subclass from the 2024 Player’s Handbook. This updated subclass offers a number of benefits based around the Misty Step spell, including offering you uses equal to your Charisma modifier per Long Rest. Meanwhile, the Skulker feat offers you up several bonuses and benefits when you’re hiding. Do you see where I’m going with this? No, you don’t because I’ve got the Skulker feat and I’m very well hidden.
With Skulker, you gain Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat, so you could use your Misty Step to bamf away behind some cover and then Hide. If you decide to fire from your location on your next turn and then miss your attack, you won’t reveal your location. Plus as a nice perk, you also get Blindsight with a range of 10 feet. You also get a boost to your Dexterity score as part of the feat, so that could potentially boost your Dexterity modifier and, thus, AC.
Elemental Adept
Prerequisites: Level 4+, Spellcaster or Pact Magic Feature
The Elemental Adept feat with the selection of Fire as your damage type is our recommendation for a Fiend Patron Warlock. This subclass comes with a litany of Fire damage spells in your prepared spell list such as Scorching Ray, Fireball, and Wall of Fire. The Elemental Adept feat helps to ensure you wreak as much havoc with those spells by ignoring any Resistance to Fire damage that an enemy might have when rolling your damage dice.
When you roll damage dice for attacks made with a Fire damage dealing spell, your Elemental Adept feat also lets you treat each 1 on the dice as a 2, adding a little boost to your burns. Like Spell Sniper, Elemental Adept allows you to boost your spellcasting modifier, making your spells more potent in two different ways.
Weapon Master
Prerequisites: Level 4+
For Warlocks taking the Pact of the Blade invocation, the Weapon Master feat can give you a little more to do with your Pact Weapon. This feat allows you to use the mastery property of one kind of Simple or Martial weapon as long as you have proficiency in it. Guess what? Pact of the Blade gives you proficiency with the weapon to which you’re bonded.
So, for example, you could bond a Rapier and use the Vex property to give yourself Advantage on your next attack before the end of your next turn after you hit and deal damage. Or, grab a Longsword and use its Sap properties, which gives Disadvantage to your opponent's next attack made before your next turn when you hit them.
You can also select a different type of weapon after a Long Rest to have the Weapon Master feat apply to, so if you find a new type of weapon you want to bond with as your Pact Weapon, you can do so and still use the mastery property. Since your Pact of the Blade allows you to replace the weapon’s attack and damage modifier with your Charisma modifier, you don’t have to worry about changing to a melee weapon that will be harder for you to wield. And, with Pact of the Blade, you can decide to deal Necrotic, Radiant, or Psychic damage or its normal damage type. So you’re basically a Swiss Army Warlock.
Weapon Master offers an increase to your Dexterity or Strength score by 1. We’d recommend Dexterity since it could boost your AC.
Best Epic Boon Feats for a Warlock
Boon of Fate
Prerequisites: Level 19+
Boon of Fate is the recommended Epic Boon for Warlocks in the 2024 Player’s Handbook. It allows you to roll 2d4 and apply the total as a bonus or penalty to a D20 Test rolled by you or another creature. This ability can ostensibly be used once per combat, as it resets after a Short or Long Rest, but also whenever you roll Initiative.
Boon of Fate can be particularly useful for a Warlock utilizing their single-target high-level spells from Mystic Arcanum, like Dominate Monster, by potentially forcing enemies to fail their saving throws against it. This Epic Boon pairs well with a General feat like Elemental Adept since you can combine their failed saving throw with the ignored Resistance and possible extra damage on your area of effect spells like Fireball or Wall of Fire.
Boon of Dimensional Travel
Prerequisites: Level 19+
The Boon of Dimensional Travel is a great Epic Boon, especially for Warlocks who are not following the Archfey Patron and thus aren’t getting the gift of multiple buffed Misty Step uses. With the Boon of Dimensional Travel, after you take the Attack action or the Magic action, you may immediately teleport up to 30 feet away.
Whether you’ve invested your energy into melee attacks or spellcasting, the Boon of Dimensional Travel gives you a lot of power to control the battlefield by using your action and then moving somewhere else immediately. Even if you’re playing as an Archfey Patron Warlock, you would still benefit from the free teleport ability because it allows you to save your subclass versions of Misty Step for the strategic moments when you want to use their buffs.
Boon of the Night Spirit
Prerequisites: Level 19+
Boon of the Night Spirit pairs well with the Skulker feat from the General feats list because it makes it even easier for you to be hidden in combat. With the Boon of the Night Spirit, whenever you’re in Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action, which remains in place until you use an action, Bonus Action, or Reaction.
Whether you’re visible or not, when you take the Boon of the Night Spirit, you gain Resistance to all damage types except for Psychic and Radiant. Between the free, repeatable Invisible condition and this resistance, Boon of the Night Spirit makes a great Epic Boon for Warlocks who tend to traverse the more shadowed paths.
Boon of Combat Prowess
Prerequisites: Level 19+
The Boon of Combat Prowess is one with mighty, mighty appeal for a Warlock. While Pact Magic spell slots refill after a Short Rest in addition to a Long Rest, you still max out at 4 Pact Magic spell slots per rest, even at high levels. You do get your Mystic Arcanum features that allow you to access spells at levels 6 through 9 as well, but each arcanum spell can only be used once per Long Rest. More than any other primary spellcasting class, a Warlock has to be strategic with their spellcasting resources.
With the Boon of Combat Prowess, once per turn when you miss on an attack roll, you can choose to succeed instead. This means that if and when you inevitably run out of spell slots and turn to your powered-up cantrips, you can make sure you’re going to find a target. It’s hard to imagine a Warlock who wouldn’t want to take that deal.
Go Ahead, Pick a Feat
The versatility of the Warlock and the bevy of subclass options available means that they’re a class particularly suited to many of the feats offered in the 2024 Player’s Handbook. In addition to the choices mentioned above, there are a plethora of options that might suit a specific Warlock build, such as the Healer origin feat for a Celestial Patron Warlock or Tough for martial-focused Warlocks. Essentially, whatever particular terms your Warlock has made in their deals with their patron, feats will go a long way toward ensuring your character comes loaded for bear.
The 2024 Player’s Handbook is now available on the D&D Beyond marketplace and at your favorite local game store! Pick up your copy today and keep an eye out here on D&D Beyond for more useful guides on the player options found in the new core rulebook!
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
WOOOOOOO YES
This article makes me sad, because it reminds me how 5.5 is forcing background choices. Being pigeonholed into certain builds is a PF2E thing.
Warlocks! One of the best classes flavor wise! We'll see how it fun it is to play mechanics wise...
But, yeah, the background changes...I'm conflicted. Meh, I'll deal with it. It is what it is. Might as well try it all out and see how much I like it.
Just make custom backgrounds. A warlock in my party still wanted his Sage background including the now inlcuded origin feat but there's no charisma boost. You just adjust his charisma in char builder and tadaaa.
It's not "forcing" background choices any more than the 2014 version forced race choices, as they merely switched the Ability Score Increases from race/species to background. Making all optimised fighters have to be soldiers is about as bad as making them all have to be dwarves, IMHO. (Simplififed example 'cos I can't be bothered to look up the ASI for every background.)
WotC: fixing problems by deliberately creating other problems)
So… the same Feats as before. Glad we pay for a new set for nothing to change or improve, just for new pictures and differently broken spells. What an anniversary y’all! We get ripped off!
Sure, that's a fair assessment, though I'd term it more as simply shifting the problem from one component of character creation to another. (IMHO the Tasha's / Monsters of the Multiverse approach with free-floating ASIs was the best.)
This is factually untrue. Not to be curt, but they are not "the same feats as before." Sure, they have the same names, but they also have substantial improvements.
Firstly, all General Feats now give you 1 point of Ability Score Increase, even those that didn't have that feature before, including all four mentioned in this article.
Lucky now gives you Advantage on rolls, rather than the old weird pseudo-Advantage, which now 1) makes it actually interact with other rules that care about Advantage, notably Sneak Attack, and 2) is probably easier for new players learning the game to grasp. Plus, the number of Luck Points is now tied to your Proficiency Bonus, so sure, it starts out smaller, but it quickly reaches the 3 points the 2014 version gave and then surpasses that number.
Magic Initiate now 1) unambiguously lets you cast its 1st-level spell with any spell slots you may have, 2) lets you change any one of its three spells every level, and 3) can be taken multiple times.
The 2014 Savage Attacker specified that it applies only to melee weapon attacks, while the 2024 version simply applies to any weapon, making it available to archers and marksmen.
Spell Sniper now removes the Disadvantage from making a ranged spell attack while within 5 ft. of a hostile creature.
Skulker now gives you blanket Advantage on all Dexterity (Stealth) checks made to hide and 10 ft. of blindsight.
And while Weapon Master may have the same name as a 2014 feat, its effect is entirely new.
Well, you don't have to buy it. The 2014 Player's Handbook still exists and is still as functional as ever. Or if you speaking of buyer's remorse, well, I would imagine that all of the preview articles released before the book's release would have given one a reasonable idea of the kinds of changes that were being implemented. (Not to mention the Free Rules that one could have read before purchasing the book to gauge the quality and number of the changes.) And as for "nothing changing," besides the litany of changes to the small selection of feats that I listed above, about every class and species has had at least a few substantial changes which should be plainly visible to anyone not given to hyperbolic outrage.
It willy sucks