The Ultimate One D&D Warlock Guide – Mastering Warlocks
Making deals with the devil (sometimes literally), Warlocks are unique spellcasters that have a lot of similarities to the full casters you know and love, but with a twist on how their exact spellcasting works. In combat, they are very versatile with a mix of great spells to work with and tend to have the highest cantrip damage in the game thanks to Agonizing Blast. Outside of combat, their Charisma lets them be excellent negotiators to shrewd liars.
This handbook will focus on all the facets that go into building a Warlock including the initial build (the best species and background choices) to how to make your Warlock unique (between play styles, subclasses, and even feats that you should consider).
How Our Rankings Work
I do a standard S-F tier ranking and here’s how I categorize them:
S Tier – The absolute best of the best. These options can even broach into unfair territory and may be subject to being banned at certain tables. If you’re looking for power level alone, there’s functionally no reason not to use these.
A Tier – While not as broken as the S Tier options, these are as good as you can get without broaching into unfair territory, although some of them may be strong enough to feel unfair!
B Tier – These will not be as inherently powerful as A Tier options, but are still quite strong in their own right. These are likely a bit more situational or slightly weaker than the A tier options, but still very good.
C Tier – Decent options, but likely not particularly strong. These options don’t offer too much or may just be a bit too situational to be ranked higher, but are still options you should consider as these will be the average power level.
D Tier – While not completely useless, these options are either very weak or very situational so are unlikely to be used, but unlike F tier, these aren’t completely unusable or actively detrimental.
F Tier – Either so weak or so situational that these should functionally never be taken or considered unless in the most niche of circumstances.
Warlock Class Features
Level 1
Starting Proficiencies – C- Tier – While not ideal, light armor is better than no armor!
Eldritch Invocations – B+ Tier – Eldritch Invocations are excellent and each additional one you get is generally a big power spike to this class.
1st Level Spells – B- Tier – First level spells are foundational to all casters, but Warlock does get the short end of the stick in this capacity both because their options aren’t the best and your later spells will likely overtake these options really quickly.
Level 2
Two Additional Eldritch Invocations – A Tier – Getting two Eldritch Invocations at the same time is really strong.
Magical Cunning – B- Tier – While getting more spells per day is nice, this is going to be just one additional spell per day for most of the campaign. Definitely solid, but not super high impact.
Level 3
2nd Level Spells – A- Tier – Since Warlocks spellcast differently, your higher spell levels tend to be better than the previous iteration. That said, you do get much better options than your first level spells so this is a solid power spike.
Level 5
Two Additional Eldritch Invocations – A Tier – Getting two Eldritch Invocations at the same time is really strong.
3rd Level Spells – A+ Tier – Third level spells, like a martial characters Extra Attack, is a huge power spike for every full caster as you have a lot of extremely powerful options on the list.
Level 7
Additional Eldritch Invocation – B+ Tier – Each additional Eldritch invocation is really good!
4th Level Spells – A- Tier – Warlocks get great spells and all your spell slots are the same so you may as well use your best ones! Your third level options are generally a bit more impactful as you have better options, but you do get some strong spells here.
Level 9
Contact Patron – C+ Tier – Getting to Contact Other Plane once a day for free is nice, but not super standout.
Additional Eldritch Invocation – B+ Tier – Each additional Eldritch invocation is really good!
5th Level Spells – B+ Tier – In a perfect world, your 5th level spells would be the best ones since Warlock has to use the same spell slot for each, the spells you get are just good, not incredible.
Level 11
Mystic Arcanum (6th Level Spell) – B- Tier – You used to have a really good sixth level option with Mass Suggestion, but you still have some decent options.
Level 12
Additional Eldritch Invocation – B+ Tier – Each additional Eldritch invocation is really good!
Level 13
Mystic Arcanum (7th Level Spells) – B Tier – Crown of Stars is a solid option, but only being able to pick one 7th level spell to cast is definitely weaker than what other full casters.
Level 15
Additional Eldritch Invocation – B Tier – Each additional Eldritch invocation is good, but now that you’ve gotten nearly every one you want, this additional one isn’t as impactful.
8th Level Spells – C Tier – Unfortunately, Warlocks don’t have the best 8th level options so this isn’t going to be that large of a power spike.
Level 17
Mystic Arcanum (9th Level Spells) – A Tier – While only getting one 9th level spell option does hurt, they are absolutely broken and the game is very much going to revolve around using them at this point.
Level 18
Additional Eldritch Invocation – B- Tier – You probably already have all the Invocations you really want, but they are still good.
Level 20
Eldritch Master – B Tier – Making your Magical Cunning refresh all your spell slots is solid, but a little unexciting for a capstone ability.
Warlock Spells
Warlock Species
Aasimar – A Tier – A generically strong species that gives you a lot of things for any class. Two damage Resistances (Necrotic and Radiant), Darkvision is great to have, some free healing, the Light cantrip for free, and a cool form to transform into with 3 reasonable options. Just a great all around choice and my general pick for Warlocks.
Dragonborn – B Tier – A decent species in general as you get a damage resistance, Darkvision, Flight at level 5, and a breath weapon that can be useful in a pinch. Dragonborns are good, but are generally just outshined by Aasimar who offer a similar, but stronger package.
Dwarf – C- Tier – Long range Darkvision, Tremorsense for scouting, and extra health is nice. Resistance to poison damage and advantage to save against the poisoned condition is alright, but pretty rare so it’s not going to come up that often and the poisoned condition is not that relevant to spellcasters.
Elf – B+ Tier – Darkvision is great, an extra skill proficiency is nice, and advantage on saving throws against being Charmed can be useful in some situations. The real treat, however, is being able to pick your lineage for free, prepared spells. Wood Elf in particular to get Longstrider and Pass Without Trace on top of extra movement speed is particularly appealing, but High Elf for Misty Step is definitely great as well..
Gnome – C+ Tier – Darkvision is obviously good, but more importantly, advantage on Intelligence, Wisdom, and Charisma saving throws is excellent. This is a decent choice if you want to be relatively resistant to enemy spells/effects, but Gnome does give you less than most of the other classes.
Goliath – C+ Tier – Extra movement speed and a free ability is nice, but the only one you’d be super interested in is Cloud’s Jaunt for a functional Misty Step, and you could’ve just chosen Elf with High Elf ancestry if you wanted that (you do get more teleports for free, but you’re trading off all the other abilities Elf gets for it).
Halfling – D Tier – Brave is ok and Luck is a fun feature, but Warlocks don’t get much out of being a Halfling.
Human – A- Tier – A free Heroic Inspiration every day, a free skill, and a free Origin feat is great for any class. A generically good choice.
Orc – C Tier – Long range Darkvision, bonus action Dash, and not going down the first time you hit 0 health are all fine abilities, but none of them are super exciting for Warlock in particular.
Tiefling – D Tier – Damage resistances and Darkvision are always great, but the spells package is just worse than what Elves could give you.
Warlock Backgrounds
Acolyte – A- Tier – Boosting Charisma is great, and while you don’t get Dexterity or Constitution as well, Wisdom is a decent alternative. Getting Insight as a skill proficiency is excellent, but more importantly, getting to pick up Guidance and Bless because of Magic Initiate (Cleric) is excellent.
Artisan – D Tier – Great skill proficiencies, but only being able to boost Dexterity and getting an awful feat does not help the situation.
Charlatan – B+ Tier – Perfect ability scores, decent proficiencies, and a decent feat culminates to a solid background.
Criminal – B Tier – Not being able to boost Charisma isn’t ideal, but you get an excellent feat and solid proficiencies.
Entertainer – A+ Tier – Nearly perfect ability scores, good proficiencies, and the best Origin feat makes this the go to feat for Warlocks.
Farmer – C Tier – Medium ability scores, medium feat, and pretty sad proficiencies for a Warlock. Not a bad pick up, but not exciting.
Guard – C Tier – Great feat and getting Perception as a proficiency is great, but the rest of the package really isn’t good for you.
Guide – B Tier – Not boosting Charisma is rough, but you get solid proficiencies as well as Magic Initiate (Druid) which can get you Guidance and your choice of Entangle or Goodberry which is quite awesome.
Hermit – C+ Tier – Ideal ability scores, but mediocre feat and proficiencies. Could do worse, but can definitely do better.
Merchant – B+ Tier – Ideal ability scores, a solid feat, and solid proficiencies makes this a great option.
Noble – B- Tier – Boosting Charisma is awesome, great proficiencies, and you get a decent feat to boot. Skilled in particular is a decent, just not the best feat for Warlocks who get Jack of All Trades.
Sage – B Tier – Not getting the chance to boost Charisma, per usual, hurts, but you can get a nice Wizard spell like Shield and great proficiencies is a decent tradeoff.
Sailor – D Tier – Beyond Dexterity to boost and Perception proficiency, this is not what you want to be picking normally.
Scribe – C- Tier – Not getting to boost Charisma and getting a mediocre feat for Warlock is far from ideal, but the skill proficiencies are solid.
Soldier – D+ Tier – Dexterity and Constitution are decent ability scores, but your feat is horrendous for you and your proficiencies don’t make up for it.
Wayfarer – B Tier – Nearly perfect ability scores, a decent feat, and good proficiencies are all great.
Warlock Skills
Arcana – B+ Tier – Unless you have a Wizard on your team, it’s very unlikely anybody is going to be good at this making it a tempting option. This is a bit too common of a skill check to not at least consider.
Deception – A- Tier – You’re going to lie to people so it’s definitely good to be good at it.
History – C Tier – Warlocks don’t generally have high intelligence nor is this a common skill check, but it can be very helpful in the right situations.
Intimidation – B+ Tier – I generally believe that Deception or Persuasion are more universal checks, but this is still obviously great.
Investigation – B+ Tier – While your Intelligence is going to probably be low, having proficiency in what may be one of the most used skills in the game is never going to be bad.
Nature – C Tier – It really depends on the campaign, but this skill can be useful in most campaigns even if your Intelligence sucks.
Religion – D Tier – Your Intelligence is going to already low and this is a very uncommon skill check.
Warlock Feats
While not every feat can be mentioned as that would be an oppressively long list, the ones I would at all consider would be here (all the Origin feats included as any of the backgrounds could be potential choices). Feats left off the list are not ones I would normally not consider for any Warlock build, but a full reference on the all the feats in the Player’s Handbook and their associated rankings, check the link below.
Origin Feats
While your Origin feat is tied to your background, it’s good to know how good each feat is to help consider which background you may want or if you decided to pick Human as your species. Past level one, I would functionally never consider taking an origin feat (though it is allowed).
Alert – A+ Tier – An excellent feat, especially for Warlocks who want to go first to lay down some battlefield control.
Crafter – F Tier – The feat is just bad unless there’s something big about it I’m missing.
Healer – C Tier – It’s not a bad feat, just a strange one for Warlocks in general as you’ll run the risk of getting too close to the action.
Lucky – C Tier – A decent feat in general, fine for any class or build.
Magic Initiate (Cleric) – C+ Tier – Guidance is an excellent cantrip to have and you can never have too many Guidance on your team (plus you get another cantrip which can be an attack cantrip to give you a decent ranged option if you lack it). Getting long distance healing in the form of Healing Word is nice, but you only get to do it once per day as a Warlock.
Magic Initiate (Druid) – C+ Tier – Like Cleric, Guidance and Healing Word are great to have, and if you are feeling spicy, you can take something like Entangle or Goodberry instead. While your second cantrip option is less consequential (probably an attack cantrip for a decent ranged option, but a utility option can be reasonable as well), but if you are playing with spells from Xanathar’s Guide to Everything, Magic Stone can be a good pickup to synergize with your team if they are about that lifestyle.
Magic Initiate (Wizard) – C Tier – These cantrips can give you some really nice utility cantrips which is nice and you can pick up a pretty strong combat spell like Shield or Silvery Barbs which can be useful, even if it’s once per day.
Musician – S Tier – An excellent feat for any class, an adventuring party should always have at least one Musician!
Savage Attacker – F Tier – Doesn’t do anything for Warlocks unless in the most niche of niche circumstances.
Skilled – C+ Tier – A reasonable feat for pretty much any class save Bards or Rogues where it’s a bit weaker.
Tavern Brawler – F Tier – Unless you have an incredibly wacky build in mind or you want the flavor, this is something I would never pick.
Tough – B Tier – Extra health is always solid, even if you shouldn’t be taking that many hits.
General Feats
Fey-Touched – A Tier – A great feat to get spells you wouldn’t normally have access to (Misty Step in particular) while bolstering Charisma.
Inspiring Leader – A+ Tier – A staple for almost any Warlock as this gives so much temporary health. You only need one per team realistically, but it makes the most sense on a Warlock.
Resilient – A- Tier – Always a solid feat on any spellcaster that needs to hold their concentration.
Ritual Caster – B- Tier – If you’re the only spellcaster in your party, I can see grabbing this to have a greater suite of spell options to work with.
Speedy – C Tier – While not super exciting, you’re never going to be mad at extra movement speed and more concentration.
Telekinetic – B Tier – Not every Warlock will always have something to do with their bonus action, so shoving enemies or allies around is definitely not bad.
War Caster – B+* Tier – While an excellent feat, the main reason to take this is for casters who risk having their hands full which Warlock rarely struggle with and for advantage on Concentration checks. If having a free hand is potentially an issue, then go for it. If you want better Concentration checks, I’d pick up Resilient (CON) instead (though having both does make it extremely hard to fail concentration checks which is nice). All that said, for anyone using Pact of the Blade, this feat is pretty much mandatory.
Warlock Play Styles (Builds)
Unsure how to build your specific Warlock? This section can help you! While each subclass guide has my specific way of building it (with plenty of overlap between builds), there’s a lot of directions you could take Warlock.
(For all builds, this is assuming you have 17 starting Charisma between your initial ability score distribution and your background)
The Caster – A Tier – This is a very generic build for Warlock, but Warlocks are kind of unique in that they feel that they simultaneously have a lot and very little versatility. Since you have so few spell slots available until you have to short rest, you have to be extremely conservative in what spells you cast most of the time. To that end, you generally (like other casters) want to have a lot of versatility in what types of spells you have so you can pick the right one for the right situation. While this may not sound that different compared to other spellcasters, unlike other spellcasters, you don’t want to be so reserved in your spell slots as, if you have any available before you short rest, those might go to waste. All of that in mind, have a versatile spell list, use them as needed, Eldritch Blast otherwise. If you’re going this route, you’re going to want to pick up Inspiring Leader (or a different Charisma feat) at level 4, Resilient (Con) at level 8, and pumping Charisma to 20 at level 12. If you want more insight on how I would build this, all of my build guides beyond Hexblade utilize this strategy.
The Bladelock – A- Tier – A very specific Warlock build using a bunch of Eldritch Invocations to make you into a melee menace. While you don’t particularly need any spell choices to make this work, you do need to take (at a minimum) Pact of the Blade, Thirsting Blade, and Devouring Blade to make this a worthwhile choice. This definitely isn’t as straight forward as The Caster as you do also need armor proficiencies to make this worthwhile so that would probably necessitate a multiclass dip or going Hexblade (which also shows my Eldritch Invocation and feat progression for this build).
Warlock Multiclassing
Not every potential multiclass is going to be mentioned as most don’t synergize well with Warlocks, just the ones I would consider. Furthermore, these multiclass considerations are going to assume that Warlock is remaining your base class. For a more thorough breakdown on multiclassing, check out the link below.
Cleric – A- Tier – Having at least 13 Wisdom is no big deal, especially when you don’t need a decent Dexterity score going this route! Heavy armor proficiency and shield proficiency is huge for Warlocks as you go from a pitiful AC to an extremely high AC. Furthermore, you get access to a bunch of spells that Warlocks normally wouldn’t get access to like Bless and Healing Word to give you even more versatility than you would normally get. Unfortunately, going this direction will take away from your Pact Magic progression so this is definitely not free.
Druid – A- Tier – Another excellent multiclass choice, it’s just a bit more awkward to have the 13 Wisdom as you need at least 14 Dexterity to get the most out of this multiclass. If you can manage both, Druid gives you medium armor and shield proficiency which is great, but obviously weaker than Cleric’s heavy armor proficiency. However, where Druids excel is the spells you get. Your cantrips options are better than Clerics, and your 1st level spell options are way better and you get a bunch of them with just one Druid level as you can pick up Entangle, Goodberry, and Healing Word as excellent spell options. Like Clerics, this does take away from your Pact Magic progression which is rough so this is not a free dip. I would probably give a slight edge to Clerics still, but both this and Cleric are excellent options.
Fighter – A Tier – The Fighter multiclass is classic as you get heavy armor proficiency, shield proficiency, Second Wind, a Fighting Style (if you aren’t going for a Pact of the Blade build, the Defense style is obviously great), and Weapon Mastery if that’s relevant to you. For an additional level, you can get Action Surge which is obviously an excellent ability, but less good now that you are limited to one leveled spell per turn. These are some excellent benefits, but it’s definitely not free. First off, Fighter doesn’t contribute to your spellcasting level so you are slowing down your spell progression going this route. Second, you’ll need at least 13 Strength (not happening on your average Warlock) or Dexterity (obviously reasonable) to multiclass in, but if you decide to use Heavy Armor, your Dexterity is going to be wasted which is not ideal but it is only 13. If you are going for Pact of the Blade, this multiclass dip is even more appealing.
Warlock Subclasses
Archfey Warlock Build Guide: Influenced by the beguiling nature and trickiness of a Fae, the Archfey are absolute masters of battlefield movement with constant teleportation.
Celestial Warlock Build Guide: Taking a lot from the Cleric class, Celestial Warlocks somewhat get the best of both worlds with powerful support spells on top of the strong Warlock kit.
Fathomless Warlock Build Guide: With a focus on water and tentacles, this patron is surprisingly powerful and versatile with strong abilities for both in and out of combat situations.
Fiend Warlock Build Guide: With a slew of powerful abilities and an emphasis on fire spells, Fiend Warlock is just a generally excellent patron.
Genie Warlock Build Guide: While there are many specific patrons to choose from with their own unique spell lists, the Dao patron takes center stage as it enables an extremely powerful build known affectionately as “The Cheese Grater”.
Great Old One Warlock Build Guide: With a solid expanded spell list and unique abilities, the Great Old One lets you be pals with ancient horrors like Cthulu.
Hexblade Warlock Build Guide: The most powerful Warlock patron, the Hexblade allows you to operate more as a martial character while still retaining all the powerful spellcasting of a Warlock.
Undead Warlock Build Guide: Making use of the power of the dead, Undead Warlocks channel different facets of undead to empower and even change themselves.
Undying Warlock Build Guide: Emphasizing staving off death rather than embracing it, Undying Warlocks look to prolong their life by any means necessary.
Warlock Subclass Rankings
Finally, the Hexblade has been toppled from it’s throne (kind of) and is no longer the obvious best Warlock. I say kind of as it’s still by far the best multiclass dip, but there’s not much you can do about that. Beyond that, Genie is still a great option with Fiend and Archfey looking really good in this iteration as well. Unfortunately, Great Old One still lags behind despite getting a face lift in 2024.
- Genie – A+ Tier
- Fiend – A Tier
- Hexblade – A Tier
- Archfey – B+ Tier
- Celestial – B Tier
- Undead – B Tier
- Fathomless – B Tier
- Undying – B- Tier
- Great Old One – B- Tier
Archfey
Steps of the Fey (Level 3) – A Tier – Free Misty Steps are already good, but two good abilities attached to it as well? We are cooking. Neither ability is super high impact, but both are definitely good making this a strong ability.
1st Level Spells (Level 3) – C- Tier – Two decent options, but neither upcast well making them a bit awkward.
2nd Level Spells (Level 3) – B Tier – Misty Step is a big pick up even if the other two spells are a bit of a whiff for Warlocks, but even then, Misty Step is a bit painful to cast considering how few spell slots you have.
3rd Level Spells (Level 5) – C Tier – I personally hate Blink, but Plant Growth is solid.
Misty Escape (Level 6) – B Tier – Two more potential effects to the Steps of the Fey arsenal, and both are solid additions.
4th Level Spells (Level 7) –