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Some players consider the Warlock’s limited number of spell slots a liability, but the advantage of this is that a Warlock doesn’t have to deal with multiple spell slot levels or change spells on a daily basis. Warlocks can learn what is arguably the game’s strongest cantrip and other weaknesses the class might normally have can be balanced out through a few specific choices during character creation. It’s far easier than some might think to build a Warlock who could fill in the position normally occupied by a Wizard or Sorcerer.
The Warlock with a complementing background ensures the best Warlock build. The criminal and noble backgrounds could work as they offer extra Charisma skills, or perhaps Acolyte and Sage for players who want their Warlock to get extra knowledge skills. With that final decision made, players should have a Warlock ready to venture forth into any Dungeons & Dragons campaign with the best possible build.
Updated December 2, 2021 by Kristy Ambrose: The Warlock class was added fairly recently to the D&D universe, and it’s gone from being a fairly obscure combination class to becoming one of the most popular in the popular TTRPG franchise. This has a lot to do with the versatility of the class when it comes to game mechanics, party roles, and role-playing options, all of which come from your 5e Warlock build. Extra supplemental materials have widened the possibilities of playing a Warlock even more, including recent additions like Wild Beyond the Witchlight, and some unique homebrew ideas have gone mainstream. RPGs are all about character customization, so we’ve added a few more ways to create the best Warlock build possible.
Warlock Races
Sure, anybody could theoretically make a deal with an unknowable entity in exchange for power, but there are advantages to a few D&D races for 5e Warlock builds that the others don’t have.
Tieflings. Bonuses to both Intelligence and Charisma make this an obvious choice for a variety of spellcasting classes. Other perks include increased fire resistance. Changeling. This race can be found in the realm of Eberron: Rising from the Last War. Changelings get a +2 bonus to Charisma and a +1 to any ability score of the player’s choice. Aasimar. Found in Volo’s Guide to Monsters, this race gets a +2 to their Charisma plus resistance to necrotic and radiant damage along with innate healing abilities. Half-Elves. A classic race that’s been in D&D since the 2nd edition, they get a +2 Charisma bonus and another +1 bonus to two other stats. Satyr. Explore the Mythic Odysseys of Theros to play a Satyr, a race with a +2 to Charisma and +1 to Dexterity, an ideal start for a Warlock of any build. Variant Humans. Found in the sourcebook Eberron: Rising from the Last War, this is a highly customizable option where you can choose a +1 bonus for any two different ability scores. Yuan-ti Pureblood. Generous Charisma bonus of +2. It should be noted that some Warlocks can be role-played as some variant on the Good alignment, but not the Yuan-ti Pureblood.
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Assigning Ability Scores
Every class is defined by their ability scores, and in the case of a Warlock, certain ones are essential when building the ideal character. The following are listed in order of importance for starting any basic Warlock build, and the first three are the most important regardless of what party role the Warlock takes.
Charisma, 16+. Just like Bards and Sorcerers, Warlocks are Charisma-based arcane spellcasters, which makes Charisma a no-brainer to assign as the Warlock’s primary and highest stat. To be considered “best build” material, a Warlock’s starting charisma score should be at least 16 or and higher if possible. Dexterity, 14-16. Players should aim to set the Warlock’s dexterity score between 14 and 16. Dexterity is especially critical for a melee Warlock, but it should be highly valued for any build in this class. Constitution, 14-16. Determines the Warlock’s hit point numbers and therefore goes a long way towards building the character’s power. Intelligence. Nice for knowledge skills including arcana, but otherwise doesn’t particularly empower the Warlock. Wisdom. Decent for saving throws, which are very common, but little else, unless you plan to multi-class into a Cleric. Strength. The least important of all, this is your “dump stat” and even Hexblades don’t get much use from it.
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Making A Pact
Warlock subclasses are characterized by pacts and the beings that power them, so each subclass reflects the characteristics and will of a different otherworldly being. The Warlock can make a deal with this being to obtain their powers, and that being’s nature determines the benefits and risks of the subclass.
There are several otherworldly patrons to choose from, with some choices being more popular than others. The following list doesn’t include all of the options possible or any homebrew possibilities, but if you have a unique idea don’t hesitate to reach out to your Dungeon Master.
The Fiend
Source: D&D Player’s Handbook Role: Damage Alignment: Evil, with some variation as to Lawful, Neutral, or Chaotic. Primary Spells: Plenty of fire-based magic, starting with Burning Hands at Level 1. Special Features: Abilities like Dark One’s Blessing and Fiendish Resilience that give your Warlock extra hit points and improved resistance against certain kinds of damage.
The Undying
Source: Sword Coast Adventurer’s Guide Role: Damage/Healing Alignment: Good or Neutral, with some variation as to Lawful, Neutral, or Chaotic. Primary Spells: 2nd Level spells with both martial and spellcasting advantages. Special Features: Defy Death and the Among the Dead cantrip.
The Fathomless
Source: Tasha’s Cauldron of Everything Role: Damage/Crowd Control Alignment: Anything on the Chaotic spectrum. Primary Spells: Tentacle of the Deeps, Oceanic Soul Special Features: This Warlock is a force to be reckoned with in any campaign that involves water, and there are several including Waterdeep and Ghosts of the Saltmarsh, but it takes some creative gameplay to make them as equally effective on land.
The Archfey
Source: D&D Player’s Handbook Role: Damage Alignment: Tends to Neutral or Evil due to its inherent deceptive nature. Primary Spells: Any spells from the schools of Illusion, Deception, and Enchantment. Special features: Misty Escape and Dark Delirium, along with an expanded spell list for various levels.
The Celestial
Source: Xanathar’s Guide to Everything Role: Healing/Damage Alignment: Good with some variation but usually Lawful. Primary Spells: Healing Light and Celestial Resilience. Special features: A good diety instead of an evil one is your Patron, making this class something like a Cleric.
The Undead
Source: Van Richten’s Guide to Ravenloft Role: Damage Alignment: Leans to Neutral alignments, just like Death itself Primary Spells: Form of Dread and False LIfe Special Features: The access to Falde Life is what makes this Warlock subclass more durable than others, and therefore ideal for a melee build.
The Hexblade
Source: Xanathar’s Guide to Everything Role: Damage Alignment: Player’s choice Primary Spells: 1st and 2nd level spells that grant extra armor proficiencies Special features: A spellcaster that also does impressive melee weapon damage with improved AC and abilities like Hexblade’s Curse.
The Genie
Source: Tasha’s Cauldron of Everything Role: Damage Alignment: Player’s choice Primary Spells: Depends on the type of Genie (Dao, Djinni, Efreeti, or Marid). Special features: Genie’s Vessel, which actually contains your patron.
The Great Old One
Source: D&D Player’s Handbook Role: Damage Alignment: Player’s choice but often Chaotic. Primary Spells: Early spells are a nice mix of damage, debuff, and crowd control. Special features: Abilities such as Awakened Mind, which like Tongues combined with Telepathic Link.
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Unearthed Arcana Archetypes
These are the Warlock Archetypes that are currently part of some D&D test play materials. Whether or not they make it into the Archives is a matter of trial and time.
All of the following Warlock Archetypes are found in the Mages of Strixhaven module. These subclasses are unique in the sense that other classes of spellcasters can also choose them, hence the name. Each of these Archetypes is named after a college, and the magical power of each acts as the Warlock’s patron. Each of the three classes that can take this subclass has a unique path to follow, so don’t get the impression this is a multiclassing option.
Mage Of Lorehold
Classes: Wizard, Bard, Warlock Level 1 Additions: Sacred Flame, a cantrip, and Comprehend Languages, a Level 1 spell. Primary Abilities: Lorehold Spells, Ancient Companion
Mage Of Witherbloom
Classes: Druid, Warlock Level 1 Additions: The Spare the Dying cantrip along with the 1st level spells Cure Wounds and Inflict Wounds. Primary Abilities: Essence Trap, Witherbloom Spells Party Role: Augment a Warlock with existing healing powers with this choice of College, or use it to give a Warlock with a damage-based build some useful healing options.
Mage Of Silverquill
Classes: Wizard, Bard, Warlock Level 1 Additions: Sacred Flame or Vicious Mockery, one of two handy cantrips, and the choice of two skills from either Deception, Intimidation, Performance, Persuasion, or Insight. Primary Abilities: Silvery Barbs, Eloquent Apprentice Party Role: An ideal way for a Warlock that’s already dedicated to battlefield management or crowd control to augment an existing build.
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Skills
Every class has a few key skills and feats which suit them best, and the Warlock is no exception. Since any D&D character with a naturally high Charisma score is likely to be the party’s face in social interactions, Warlocks would do well to take on Charisma-based skills.
Deception. Determines whether you can convincingly hide the truth, blends nicely with your high Charisma score. Intimidation. Attempt to influence someone through overt threats, hostile actions, and physical violence. Also depends on Charisma. Arcana. An ability to recall lore about spells, magic items, magical traditions, and more. Related to Intelligence. Religion. Measures your ability to recall lore about deities, rites and prayers, and bits of other spiritual knowledge. Investigation. look around for clues and make deductions based on those clues. Based on both Wisdom and Intelligence.
Feats
A Feat is an extra ability that your character is granted depending on the class, your DM, or the module you’re playing. There are some that are ideal for Warlocks specifically and spellcasters in general.
War Caster. A must for Hexblades especially, as it gives Advantage to any concentration-based constitution saves. Spell Sniper. Makes spells like Eldritch Blast, already an amazing cantrip, even more reliable. Inspiring Leader. Backs up the Warlock’s natural charisma skills. Elemental Adept. Adds even more ‘fire’ into the Warlock’s firepower. Alert. Allows the Warlock to lay down spells with effects before enemies have a chance to do anything.
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