The Ghost Lance – Fighter/Warlock Multiclass Build Guide

Learn how to play the Ghost Lance with full leveling guides, full spell lists, and easy to navigate sections to only read what you need!

Thank you to Tabletop Builds for the original, 5e version of the Ghost Lance!

Article Disclaimers

For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.


Why Ghost Lance?

While a little sad the first few levels, the Ghost Lance is the ultimate ranged harasser as they can easily push enemies around the battlefield with their Repelling Blast normally. Between being able to reposition with your Echo or cast Eldritch Blasts from your familiar, you can create positional advantages for you and your team while easily staying out of harm’s way!


Quick Level Up Guide

LevelClass Features/FeatNotes
1 – 1 FighterFighting Style (Defense), Second Wind, Weapon Mastery
2 – 2 FighterAction Surge (x1), Tactical Mind
3 – 3 Fighter (Echo Knight)Manifest Echo
Unleash Incarnation
4 – 4 FighterFeat: War Caster (CHA)
5 – 4 Fighter 1 WarlockEldritch Invocations, Pact Magic
Pact of the Chain
+ Eldritch Blast
+ Prestidigitation
+ Expeditious Retreat
+ Find Familiar (Chain) (R)
+ Hex
6 – 4 Fighter 2 WarlockMagical Cunning
Agonizing Blast
Repelling Blast
+ Unseen Servant (R)
7 – 4 Fighter 3 Warlock (Undead)Form of Dread, Expanded Spell List+ Bane (Undead)
+ False Life (Undead)
+ Blindness/Deafness (Undead)
+ Phantasmal Force (Undead)
+ Suggestion
8 – 4 Fighter 4 WarlockFeat: Charisma to 20+ Mage Hand + Invisibility
9 – 4 Fighter 5 WarlockOne with the Shadows
Gaze of Two Minds
– Hex
+ Counterspell
+ Hypnotic Pattern
+ Phantom Steed (Undead)
+ Speak with Dead (Undead)
10 – 4 Fighter 6 WarlockGrave Touched+ Dispel Magic
11 – 4 Fighter 7 WarlockAscendant StepInvisibility
+ Levitate (Ascendant Step)
+ Death Ward (Undead)
+ Greater Invisibility (Undead)
+ Sickening Radiance
+ Summon Greater Demon
12 – 4 Fighter 8 WarlockFeat: Resilient (CON)+ Dimension Door
13 – 4 Fighter 9 WarlockContact Patron
Visions of Distant Realms
Suggestion
+ Arcane Eye (Visions of Distant Realms)
+ Antilife Shell (Undead)
+ Cloudkill (Undead)
+ Contact Other Plane (Contact Patron)
+ Storm of Radiance
+ Synaptic Static
14 – 4 Fighter 10 WarlockNecrotic Husk+ Minor Illusion
15 – 4 Fighter 11 WarlockMystic Arcanum (6th level)+ Teleportation Circle
+ Scatter (Mystic Arcanum)
16 – 4 Fighter 12 WarlockFeat: Constitution to 18
Master of Myriad Forms
17 – 4 Fighter 13 WarlockMystic Arcanum (7th level)+ Fly
+ Crown of Stars (Mystic Arcanum)
18 – 4 Fighter 14 Warlock Spirit Projection
19 – 4 Fighter 15 WarlockMystic Arcanum (8th level)
Witch Sight
+ Hold Monster
+ Dominate Monster (Mystic Arcanum)
20 – 4 Fighter 16 WarlockEpic Boon: Boon of Fate (CHA)

What’s The Game Plan Of The Ghost Lance?

In 5th edition, the Ghost Lance was able to place an echo next to an enemy, and when they left the echo’s reach, War Caster would trigger allowing you to Eldritch Blast them away messing up their position. Unfortunately, this interaction does not technically work with the new wording on War Caster (a strange change since I don’t believe the old wording had any weird interactions beyond Echo Knight, but I may be wrong there). However, the build still definitely works with a slightly different strategy!

Now you’re going to be using your Pact of the Chain minion and Echo Avatar a little more strategically to achieve a similar effect to the 5th edition Ghost Lance. As you can spellcast through your Pact of the Chain minion when you get Gaze of Two Minds, you can create an Imp, make it turn invisible, and Eldritch Blast from a distance which can push enemies away. Then with your bonus action, you can still create or change places with your echo giving you incredible maneuverability as well.

To that end, your main focus is to keep your distance and shove enemies around from a distance, and when that doesn’t work, spellcasting will definitely work as well.


Important Notes For The Build

  • War Caster has changed where you can no longer use cantrips for opportunity attacks that stem from your echo, so don’t attempt that interaction in One D&D. The plan is now to blast enemies from an invisible imp familiar and use your echo for repositioning mostly.
  • Action Surge can not be used to make another Magic action like Eldritch Blast, however, it can be used to Ready an action which can be Eldritch Blast. This is a bit unintuitive, but by the book, totally works.
  • While the old Ghost Lance couldn’t take advantage of it, Phantom Steed is extremely good and exactly what this build wants to do as it increases your movement speed by an incredible amount for functionally no cost nor downside.

Level One Build


Species: Human

Attributes:

POINT BUY
STRENGTH8
DEXTERITY13 (+1 background) = 14
CONSTITUTION15
INTELLIGENCE8
WISDOM12
CHARISMA15 (+2 background) = 17

Class: Fighter

Class Features: Fighting Style, Second Wind, Weapon Mastery

Skill Proficiencies: Insight and Perception

Background: Entertainer (Musician)

Starting Equipment: Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP + 50 gp from background


Species: Human

A free skill proficiency, free Heroic Inspiration per day, and a free Origin feat is a bit too good to pass up a lot of the time.

Human Feat: Alert

This is simply one of the best Origin feats, especially on a build that really wants to go first so they can reposition enemies, cast a spell, etc.


Attributes

POINT BUY
STRENGTH8
DEXTERITY13 (+1 background) = 14
CONSTITUTION15
INTELLIGENCE8
WISDOM12
CHARISMA15 (+2 background) = 17

This is a pretty standard stat array for any Charisma based caster with medium armor proficiency so no real surprises here.


Proficiencies: Insight and Perception

Just excellent skill proficiencies for any character.


Background: Entertainer (Musician)

One of the best backgrounds in general, this gives you the perfect ability scores and the best Origin feat in the game making it the obvious choice for this build!


Starting Equipment – Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 gp + 50 gp from background

The standard for a ranged Fighter.


Class – Fighter

Fighters get three abilities to start off with in Fighting Style, Second Wind, and Weapon Mastery.

While a little boring, the Defense Fighting style is good for +1 AC which is never a bad thing!

Second Wind is a cool feature where, for a bonus action, you can heal yourself a bit. This is obviously great for tough fights when you are running low on health and this not only scales with level, but also gets additional features later on.

Weapon Mastery gives you the Mastery property of three weapons and I would recommend taking the properties of your three starting weapons. To that end, make sure you are always using your Scimitar in your main hand to properly access the mastery property.


Questions About Multiclassing?

Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!


The Build Level 2 Onward


Level 2-5


Level 2

Class: 2 Fighter

Class Features: Action Surge, Tactical Mind

Level 2 brings two new features with Action Surge and Tactical Mind.

The Fighter is one of the most popular multiclass options in D&D, and Action Surge is a huge reason why. While you can only use this once every short or long rest (twice at 17), getting an additional action is obviously very powerful. The only downside to this ability in the new edition is that you can’t use this on the Magic action (which is going to be our primary action in later levels), but it’ll be easy to find good uses for this none the less.

Tactical Mind is a neat new feature that allows you to use a Second Wind charge to reroll a failed ability check with a bit of a bonus. While this won’t come up too often, this is a nice feature to have for particularly important ability checks.

Level 3

Class: Fighter 3 (Echo Knight)

Class Features: Manifest Echo, Unleash Incarnation

Manifest Echo is an ability with a lot packed into it, but here are the basics.

You can use your bonus action to manifest an “echo” within 15 feet of you which has an AC of 14+PB, 1 health, and immunity to all status conditions. It has your stats for saving throws and it has to stay within 30 feet of you or it’ll be destroyed, and as a free action, can move up to 30 feet on your turn. While not stated by the ability implicitly, this echo counts as an object rather than a creature, so spells and abilities that affect creatures do not affect this echo.

In terms of what this echo can do: you can use your bonus action and 15 feet of your movement to swap places with your echo, you can make an attack from your space or the echo’s, and you can use your echo for opportunity attacks (very important in a few levels).

This is definitely a lot to keep in mind, but the summary is you have a lot of options once you have this ability as you have strong movement options and greater versatility in combat.

The second ability you get is Unleash Incarnation which lets your echo get an attack in when you use your attack action (limited to your CON modifier). Obviously additional attacks are really powerful at this point, and this doesn’t use any additional resources, but this isn’t going to be relevant for too long as you will be looking to start attacking with Eldritch Blast starting at level 5 and your primary melee attack is going to be a little sad.


Level 4

Class: 4 Fighter

Feat: War Caster (CHA)

Class Features: None


Level 5

Class: 4 Fighter 1 Warlock

Class Features: Eldritch Invocations, Pact Magic, Pact of the Chain

Spell Change Log: + Eldritch Blast + Prestidigitation + Expeditious Retreat + Find Familiar (Chain) + Hex

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripPrestidigitation
1st Level SpellExpeditious Retreat
1st Level Spell Find Familiar (Chain)
1st Level SpellHex

Now that you have Echo Knight and War Caster, it’s time tom get your two levels in Warlock!

Picking Warlock gives you two abilities from the get go: Pact Magic and Eldritch Invocations.

Pact Magic is the Warlock way of casting spells which differs greatly from how every other class does it. While all casters have a prepared spell list they can draw from, Warlocks lack spell slots and instead can only cast a few spells per short or long rest at their highest possible strength for your level. To that end, choosing spells that are both high impact and ideally can be upcast in order to get their full usefulness.

The second feature you get immediately is Eldritch Invocations, special powers you get as you go up in Warlock levels. There are definitely strong options at this point, but the best one right now is Pact of the Chain. Find Familiar is the best first level ritual spell in the game, and getting a substantially better version of it is obviously really potent. While you have a lot of options, the best choices for a familiar are easily the Imp, Quasit, or Sphinx of Wonder with their damage resistances, flight, and in combat capabilities.

For spells, you get two cantrips and two leveled spells to start with.

Eldritch Blast is going to be your primary damage mechanism so that’s an obvious choice.

Any utility cantrip here works, I chose Prestidigitation as it’s generally the most versatile one.

Expeditious Retreat is really good for chases, retreats, or just for generally kiting enemies around the battlefield – especially in conjunction with Repelling Blast in another level.

Hex is a classic spell to help stack damage on one enemy which is going to be very effective, especially since a lot of beams are going to connect with enemies between your normal action, reaction, (and eventually) bonus action with quickened spell.


Level 6-10


Level 6

Class: 4 Fighter 2 Warlock

Class Features: Magical Cunning, Agonizing Blast, Repelling Blast

Spell Change Log: + Unseen Servant

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripPrestidigitation
1st Level SpellExpeditious Retreat
1st Level SpellFind Familiar (Chain)
1st Level SpellHex
1st Level SpellUnseen Servant (R)

Level two brings you Magical Cunning, two new Eldritch Invocations, and a litany of spells to work with.

Your first new ability is Magical Cunning, where once per day, you can conduct a short ritual to regain half you spell slots. This would normally be excellent, but with so few spell slots, this obviously won’t end up doing too much, but free spell slots are still free spell slots.

Your first Eldritch Invocation is arguably the most important one – Agonizing Blast. Adding your Charisma modifier to your cantrip damage is really important to have Eldritch Blast be effective, especially since you’ll be using it exclusively when you run out of spell slots in a fight.

Your second Eldritch Invocation is Repelling Blast which lets any hit from Eldritch Blast push someone away up to 10 feet which is excellent for pushing enemies into hazardous terrain, or at a minimum, away from your allies.

For your spell choice, I like picking up Unseen Servant. This is a ritual that’s functionally a better Mage Hand with a bit more versatility. You could even use it to hurl Magic Stones if you want (this isn’t a strategy I enjoy employing, but it’s one you can use)!


Level 7

Class: 4 Fighter 3 Warlock

Class Features: Form of Dread, Expanded Spell List

Spell Change Log: + Bane (Undead) + False Life (Undead) + Blindness/Deafness (Undead) + Phantasmal Force (Undead) + Suggestion

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellHex
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellPhantasmal Force (Undead)
2nd Level SpellSuggestion

This level brings a lot to the table including your subclass, a new subclass feature, an expanded spell list, and second level spells.

Your first ability from your subclass is Form of Dread! First you get some temporary health which doesn’t scale the best, but extra health is extra health. Next you can potentially frighten any target you hit each turn which can definitely be relevant once you start getting multiple beams with Eldritch Blast, so multiple chances to force a saving throw. Finally, being immune to the frightened condition is a bit situational, but will 100% be relevant at least a few times in your campaign. You only get a few charges of this a day, but it is a solid form, especially with just a bonus action activation.

You get a bunch of spells to work with as well with Bane, False Life, Blindness/Deafness, and Phantasmal Force.

Bane is an alright debuff if you have enough relevant enemies to use it on, but it’s definitely not that exciting for the most part.

False Life gives a bit of temporary health, and like mentioned with Form of Dread, works pretty well with Armor of Agathys.

Blindness/Deafness is a solid CC spell to potentially blind a problematic enemy which can really reduce their options.

Finally, Phantasmal Force is another solid CC spell that can effectively lock an enemy down which also dealing them damage which can be really potent when it works.

Finally, for your spell choice this level, you can pick up the excellent Suggestion. This spell is a powerhouse as it has excellent out of combat applications by forcing a course of action, but is similarly powerful in combat to make an enemy do something other than fight you! No matter what, you’re going to get mileage out of this spell. Unfortunately with few spell slots and no upcast potential, this isn’t sticking around forever, so be sure to enjoy it while it lasts.


Level 8

Class: 4 Fighter 4 Warlock

Feat: Charisma to 20

Class Features: None

Spell Change Log: + Mage Hand + Invisibility

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellHex
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellInvisibility
2nd Level SpellPhantasmal Force (Undead)
2nd Level SpellSuggestion

This level brings a cantrip, spell, and a feat!

Since you want to get that coveted 20 Charisma, you should just grab the ability score improvement to get it!

Your cantrip choice really comes down to Mage Hand or Minor Illusion at this point, so you can pick the one you prefer. I like Mage Hand the tiniest bit more, but it’s completely personal preference.

For your spell choice, you can pick up Invisibility! Invisibility is king for infiltrations, escapes, surprises, and upcasts really well making it an extremely strong choice for any Warlock. Unlike Suggestion, this is going to be on your spell list for the long haul.


Level 9

Class: 4 Fighter 5 Warlock

Class Features: One with the Shadows, Gaze of Two Minds

Spell Change Log: – Hex / + Counterspell + Hypnotic Pattern + Phantom Steed (Undead) + Speak with Dead (Undead)

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellInvisibility
2nd Level SpellPhantasmal Force (Undead)
2nd Level SpellSuggestion
3rd Level SpellCounterspell
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)

5 levels in Warlock means new Eldritch Invocations and new Pact spells!

Your first Eldritch Invocation choice is Gaze of Two Minds which is now extremely powerful with Pact of the Chain. Not only can you scout through your familiar (Imp and Quasit have natural invisibility), but you can even spellcast through your familiar. Imagine sending your invisible familiar into a room and having them cause mayhem with your spells without enemies being any the wiser!

Your second Eldritch Invocation choice with One with the Shadows. Being able to cast Invisibility when you’re in dim light or darkness for free is really strong and something you’ll be able to use really often.

For your subclass spells, you pick up a strong one and a fun one with Phantom Steed and Speak with Dead.

While Phantom Steed wasn’t that great of an option for Warlocks before, now that they can ritual cast, this is a really strong spell to pick up. Whether you’re using it or an ally is using it, Phantom Steed is excellent at making one of your allies extremely mobile in combat which can be excellent with some proper planning.

Speak with Dead, on the other hand, is a pretty situational but fun spell that lets you ask a dead creature a few questions which can be useful, assuming that individual is interested in helping you! While not great, it’s definitely flavorful.

Since you want two third level spells immediately, something has to go, and this time it’s Hex. Hex isn’t bad, it’s just you’ll have better uses for your spell slots at this point.

For your actual spell choices, you get to pick up the excellent Counterspell and Hypnotic Pattern.

The first spell you get access to is Counterspell, which is simply the best third level spell in the game. Using your reaction to rid an enemy of their action and trade spell slots is incredibly powerful and any ally who can learn Counterspell should.

For your second spell, this is a good time to pick up the excellent Hypnotic Pattern. This spell is such a potent CC spell that it’s in contention for best third level combat spell with Fireball as being able to potentially lock down multiple enemies with one spell slot is extremely powerful.


Level 10

Class: 4 Fighter 6 Warlock

Class Features: Grave Touched

Spell Change Log: + Dispel Magic

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellInvisibility
2nd Level SpellPhantasmal Force (Undead)
2nd Level SpellSuggestion
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)

You get your next subclass ability this level – Grave Touched!

Grave Touched has two distinct abilities that are both flavorful and quite strong. First, you don’t need to eat, drink, or breathe anymore. This may not come into play often, but not being affected by lack of food or water or being immune to suffocating can definitely come up. Next, you can turn the damage type of one of your attacks into necrotic, and once per turn, you can add an additional damage die to necrotic damage attacks. Extra damage is nice, and at worst, it’s making your cantrip a bit stronger.

For your spell choice, you can pick up Dispel Magic.

Dispel Magic is no Counterspell, but having access to both means you’ll never get caught flat footed by a spell.


Level 11-15


Level 11

Class: 4 Fighter 7 Warlock

Class Features:

Spell Change Log:Invisibility / + Levitate (Ascendant Step) + Death Ward (Undead) + Greater Invisibility (Undead) + Sickening Radiance + Summon Greater Demon

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
2nd Level SpellSuggestion
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellDeath Ward (Undead)
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon

7 levels in Warlock brings fourth level spells, more Pact spells, and yet another Eldritch Invocation!

For your Eldritch invocation, I’m a big fan of Ascendant Step. Being able to Levitate for free, even at the cost of your concentration, is extremely good both for combat and exploration to reach areas that may have been tough to get to otherwise.

For your expanded spell list, you get to grab Death Ward and Greater Invisibility.

Death Ward prevents you or an ally from going down once in 8 hours, which may not seem that good, but it really good at preventing instant death effects if you know you may be facing enemies that can do that. At worst, if you have extra spell slots before a short rest, you can use them up by casting these which is a nice bonus.

Greater Invisibility is just a solid buff spell for you or an ally where they can almost always attack with advantage and attacks against them will have disadvantage. Simple, yet effective.

Once again, it’s time to swap out a spell to make room for others and Invisibility has to hit the bin to make room for stronger spells.

Your first spell choice is a great one with Sickening Radiance. This is a massive AOE damage spell that can absolutely shred enemies and debuff them all the while which is really powerful. If your allies can help keep the enemies inside the effect, you will likely win that fight quickly.

Your second spell choice is Summon Greater Demon which is definitely on the weirder end for spells. When using this spell, you have two main game plans. The first game plan is to use your action to ask the demon’s name so it’ll have disadvantage on wresting from your control and you can use it as long as possible. This is fine, but much worse than casting this near an enemy, holding concentration just for the round (if you even want to, you can drop it immediately), then drop concentration and have it attack the closest individual (which again, is your enemy). This is a really effective strategy for any fight but really nice to have for fights with clumps of enemies.


Level 12

Class: 4 Fighter 8 Warlock

Feat: Resilient (CON)

Class Feature: None

Spell Change Log: + Dimension Door

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
2nd Level SpellSuggestion
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon

You get your third feat, and this is a good time to pick up Resilient (CON). Getting more health on top of proficiency in constitution saving throws is really good for casters, especially when paired with War Caster to make it extra hard to lose concentration on your spells!

For your spell choice, I like grabbing Dimension Door. Teleporting without line of sight is really powerful, and being able to take an ally with you makes this even better. If you need to infiltrate a building or make a quick escape, it’s difficult to do better than this.


Level 13

Class: 4 Fighter 9 Warlock

Class Features: None

Spell Change Log: Suggestion / + Arcane Eye (Visions of Distant Realms) + Antilife Shell (Undead) + Cloudkill (Undead) + Contact Other Plane (Contact Patron) + Storm of Radiance + Synaptic Static

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellArcane Eye (Visions of Distant Realms)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon
5th Level SpellAntilife Shell (Undead)
5th Level SpellCloudkill (Undead)
5th Level SpellContact Other Plane (Contact Patron)
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static

9 levels in Warlock means yet another class ability, Eldritch Invocation, your final round of Pact spells, and the last spell level you’ll naturally get – 5th level spells.

Your class ability is Contact Patron which is simply the Contact Other Plane for free once per day which is nice and super flavorful that you actually have a way to talk to your patron now!

For your Eldritch Invocation, you can grab Visions of Distant Realms which is a really nice utility cantrip to have. While you do have a good scouting option with your familiar already, Arcane Eye is good for scoping out entire buildings, areas, or even dungeons so you know exactly what you’re getting yourself into. Information is power!

For your final Pact spells, you get Antilife Shell and Cloudkill.

Antilife Shell is a really weird spell that makes it impossible for living creatures to enter/pass through which can definitely be helpful in the right circumstances. This should make you immune to most (if not all) melee attacks, and if you need to block a chokepoint, this is a really funny way to do it.

Cloudkill is a solid AOE damage spell that can even “chase” enemies if they’re running directly away, but realistically, this is going to be weaker than Sickening Radiance or Storm of Radiance most of the time.

For the final time, I recommend swapping out a spell to make room for more. While it’s definitely served you well up until this point, Suggestion hits the bin as it has no upcast feature and it’s getting harder and harder to justify using one of your few spell slots on it.

For your spell choices I recommend taking the best fifth level spells Warlocks naturally have access to – Storm of Radiance and Synaptic Static.

Storm of Radiance is a nice AOE damage and CC spell that can be really brutal if your allies can help you out a bit. While the damage itself isn’t super special, blinding and deafening anyone in the spell area is powerful against melee attackers, but ridiculous against any casters in the area. If your allies can help keep your enemies in that area, they will be substantially nerfed which will make that fight much easier.

Synaptic Static is a unique AOE blast spell as it has the same damage as a third level Fireball, but is an intelligence save which is much harder for enemies to pass and debuffs them as well making it an awesome option.


Level 14

Class: 4 Fighter 10 Warlock

Class Features: Necrotic Husk

Spell Change Log: + Minor Illusion

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellArcane Eye (Visions of Distant Realms)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon
5th Level SpellAntilife Shell (Undead)
5th Level SpellCloudkill (Undead)
5th Level SpellContact Other Plane (Contact Patron)
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static

You get your penultimate subclass feature here with Necrotic Husk!

Necrotic Husk first gives necrotic resistance normally and immunity in your Form of Dread which is a nice feature if you’re facing undead and just a ribbon feature otherwise. The second part is if you were to die, you can explode instead to deal damage to nearby enemies, drop to 1 health, and pick up a level of exhaustion. I normally like abilities that prevent you from going down, and while this isn’t bad, this is definitely on the weaker side for abilities like this.

Since you don’t get another known spell at this level, you have to settle with picking up another cantrip in Minor Illusion. This is the best cantrip Warlocks can learn that you don’t already have, so you may as well pick it up!


Level 15

Class: 4 Fighter 11 Warlock

Class Features: Mystic Arcanum (6th level)

Spell Change Log: + Teleportation Circle + Scatter (Mystic Arcanum)

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellArcane Eye (Visions of Distant Realms)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon
5th Level SpellAntilife Shell (Undead)
5th Level SpellCloudkill (Undead)
5th Level SpellContact Other Plane (Contact Patron)
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTeleportation Circle
6th Level SpellScatter (Mystic Arcanum)

Unlike other full casters where you get unfettered access to sixth level spells, you get Mystic Arcanum instead which used to be a lot more restrictive, but now is just a single prepared spell for each spell level that can be swapped out.

For your Mystic Arcanum, I like picking up Scatter. This spell is extremely versatile as you can use this to move allies and enemies alike around on the battlefield. Whether you need to make an escape, get allies to safety, or move enemies into hazardous areas, Scatter will get the job done.

For your spell choice at this level, you get the best teleportation spells Warlocks can get – Teleportation Circle. While this does cost you 50gp per use and you need to use an established circle, this is a really effective way to travel without needing to hire a carriage or go on foot. Some DMs may be stingy with what areas have a circle to teleport to which can be a pain, but in the average campaign (and per the spell description), most major areas should have one making this an effective way of getting around.


Level 16-20


Level 16

Class: 4 Fighter 12 Warlock

Feat: Constitution to 18

Class Features: Master of Myriad Forms

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellArcane Eye (Visions of Distant Realms)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon
5th Level SpellAntilife Shell (Undead)
5th Level SpellCloudkill (Undead)
5th Level SpellContact Other Plane (Contact Patron)
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTeleportation Circle
6th Level SpellScatter (Mystic Arcanum)

You get your penultimate feat, and with Charisma maxed out, I like just bumping Constitution to 18. Better saves and more health is never going to be a bad thing!

You already have the Eldritch Invocations you realistically want, so now you can grab whichever you’re feeling. I like Master of Myriad Forms as Alter Self does have pretty good utility, but it’s by no means a must pick for your Invocation,.


Level 17

Class: 4 Fighter 13 Warlock

Class Features: Mystic Arcanum (7th Level)

Spell Change Log: + Fly + Crown of Stars (Mystic Arcanum)

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellFly
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellArcane Eye (Visions of Distant Realms)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon
5th Level SpellAntilife Shell (Undead)
5th Level SpellCloudkill (Undead)
5th Level SpellContact Other Plane (Contact Patron)
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTeleportation Circle
6th Level SpellScatter (Mystic Arcanum)
7th Level SpellCrown of Stars (Mystic Arcanum)

This level brings a new spell and your seventh level Mystic Arcanum.

For your Mystic Arcanum you should pick up the best seventh level spell available to Warlocks – Crown of Stars. This spell is easy to set up, only costs you a bonus action to use, and can even last through multiple combats if you’re lucky.

For your spell choice, while you have nearly every spell you’d realistically be interested in, I like picking up Fly. For one spell slot, you can make three total people fly around which can be useful in fights or even just exploration!


Level 18

Class: 4 Fighter 14 Warlock

Class Features: Spirit Projection

Spell Change List: None

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellFly
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellArcane Eye (Visions of Distant Realms)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon
5th Level SpellAntilife Shell (Undead)
5th Level SpellCloudkill (Undead)
5th Level SpellContact Other Plane (Contact Patron)
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTeleportation Circle
6th Level SpellScatter (Mystic Arcanum)
7th Level SpellCrown of Stars (Mystic Arcanum)

While no new spells this level, you get your final subclass ability with Spirit Projection.

This is a wacky ability, but you can use your action to functionally abandon your body for a spectral form that gives you resistance to non-magical damage for both this new form and your body, you can cast conjuration or necromancy spells without somatic or material components if they aren’t consumed/cost anything, you get a Flying speed, and you get a bit of healing in your Form of Dread. While this ability is cool, I don’t like it very much. Leaving your body somewhere can be extremely risky if you are in hostile territory, and if you store it somewhere safe, you get slingshotted back to it after the hour is up. Even worse, if you go down in your spirit form, your real body starts dying and your party may not be in a position to help you. There probably are ways to make really good use of this (this is solid for scouting as example), but this is a much riskier proposition than I like.


Level 19

Class: 4 Fighter 15 Warlock

Class Features: Mystic Arcanum (8th level), Witch Sight

Spell Change Log: + Hold Monster + Maddening Darkness (Mystic Arcanum)

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellFly
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellArcane Eye (Visions of Distant Realms)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon
5th Level SpellAntilife Shell (Undead)
5th Level SpellCloudkill (Undead)
5th Level SpellContact Other Plane (Contact Patron)
5th Level SpellHold Monster
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTeleportation Circle
6th Level SpellScatter (Mystic Arcanum)
7th Level SpellCrown of Stars (Mystic Arcanum)
8th Level SpellMaddening Darkness

Your next Eldritch Invocation, your next Mystic Arcanum, and another prepared spell is here!

For Eldritch Invocation, this is a great time to pick up Witch Sight. Truesight is extremely good, especially with your Mystic Arcanum for this level!

For your Mystic Arcanum, there isn’t as obvious of a pick, but I like grabbing Maddening Darkness. While the damage is very low for an 8th level spell, this creates a massive area of darkness which doesn’t affect you now that you have True Sight! Again, this isn’t the most exciting pick, but I do like the synergy here.

For your spell choice, I like picking up Hold Monster. While “save or suck” spells can be really risky as using one of your few spell slots to get nothing is brutal, the upside is extremely high. If the target fails their saving throw, your martial allies can absolutely feast on them which will likely end them very quickly.


Level 20

Class: 4 Fighter 16 Warlock

Epic Boon: Boon of Fate (CHA)

Class Feature: None

Spell Change List: None

SPELL LEVELSPELL NAME
CantripEldritch Blast
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellBane (Undead)
1st Level SpellExpeditious Retreat
1st Level SpellFalse Life (Undead)
1st Level SpellFind Familiar (Chain)
1st Level SpellUnseen Servant (R)
2nd Level SpellBlindness/Deafness (Undead)
2nd Level SpellLevitate (Ascendant Step)
2nd Level SpellPhantasmal Force (Undead)
3rd Level SpellCounterspell
3rd Level SpellDispel Magic
3rd Level SpellFly
3rd Level SpellHypnotic Pattern
3rd Level SpellPhantom Steed (Undead)
3rd Level SpellSpeak with Dead (Undead)
4th Level SpellArcane Eye (Visions of Distant Realms)
4th Level SpellDeath Ward (Undead)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility (Undead)
4th Level SpellSickening Radiance
4th Level SpellSummon Greater Demon
5th Level SpellAntilife Shell (Undead)
5th Level SpellCloudkill (Undead)
5th Level SpellContact Other Plane (Contact Patron)
5th Level SpellHold Monster
5th Level SpellStorm of Radiance
5th Level SpellSynaptic Static
5th Level SpellTeleportation Circle
6th Level SpellScatter (Mystic Arcanum)
7th Level SpellCrown of Stars (Mystic Arcanum)
8th Level SpellMaddening Darkness

For your final level up, you can grab an Epic Boon!

For your Epic Boon, I like the universally good Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.


DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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