RELATED: Dungeons & Dragons: Tips For Playing A Half-Elf
Building the perfect Warlock is a meticulous process, and players may find themselves caught up in preparing the perfect spell list. Many spells may appeal with their flashy, fear-inducing names. However, the best spell output includes those that both aid a Warlock and their party, and also devastate enemies with sly tricks or devilish attacks. For players looking to maximize their character’s spellcasting, these are the best Warlock spells in D&D.
Updated on January 9, 2023, by Rhenn Taguiam: With the much-awaited Dungeons & Dragons: Honor Among Thieves finally getting a March 31, 2023 release, fans of the tabletop roleplaying game may be eager to start or even finish their ongoing campaigns to make time for Chris Pine’s Edgin and his party of misfits. And for players who plan on playing Warlocks and their mastery over the darker arts, fans may wonder what the best Spells they could use for the Class are. Surprisingly enough, being able to conjure a magical hand, a touch of coldness and death, and being able to cast small illusions could make them powerhouses in early levels.
20 Mage Hand (Conjuration Cantrip)
Considered an iconic Cantrip in Dungeons & Dragons, Mage Hand is easily a go-to Spell even for a Warlock. When cast, this releases a floating spectral hand towards the point of the player’s choosing. Throughout the entire minute, players can manipulate the spectral hand as they wish. The only exceptions here are to force the hand to activate Magic Items, make attacks, or carry more than 10 pounds.
Given how deceptive a lot of environments are in Dungeons & Dragons gameplay, being able to hold and use objects safely can become a lifesaver for Warlocks. This is especially the case in highly hostile environments, where things surrounded or coated with weird substances could be potentially lethal to the Warlock who doesn’t ordinarily have a high Constitution.
19 Chill Touch (Necromancy Cantrip)
Interestingly enough, Chill Touch doesn’t necessarily need players to touch the hand of their target physically. Instead, this Spell releases a skeletal yet ghostly hand within the space of their target, which then “attacks” the target with the chill of undeath. When hit, the target receives 1d8 Necrotic Damage which they can’t regain until the start of the player’s next turn. They also receive a Disadvantage on Attack Rolls against the player until the end of their next turn.
Although Chill Touch possesses the same range but less damage than the punchier Fire Bolt, the former has more effects that the Warlock should consider when preparing their Spells before their Level 20 D&D experience. For instance, Necrotic damage isn’t easily resisted by most creatures, and the inability to gain Hit Points until the start of the next turn. Moreover, being able to impose a Disadvantage to the following Attack Roll on Undead targets is a neat additional effect. However, players may want to be careful using this against them as some Undead can resist Necrotic damage.
18 Frostbite (Evocation Cantrip)
After its activation, Frostbite will create frost on the target creature that is numbingly cold and hurts. Unless they succeed on a CON Save, the target takes 1d6 Cold Damage and has Disadvantage on their next Attack Roll before its next turn ends.
At its core, the d6-based damage of Frostbite makes it relatively weak for a Cantrip, even for the utility Wizard, and especially for the more aggressive Warlock. However, its different effects make it worthwhile - particularly the imposition of Disadvantage on the target’s next weapon attack. While this feature works through a Constitution Saving Throw, this is still a neat alternative in emergencies.
17 Minor Illusion (Conjuration Cantrip)
When cast, Minor Illusion allows the Warlock to create the image or sound of an object within a five-foot cube. The illusion lasts for a minute, which is a considerably long time for almost any party, depending on their intention. When used properly, Minor Illusion in the D&D 5e School of Illusion could easily allow a group to conduct a heist or even go around locations with guards without detection.
RELATED: Dungeons & Dragons: Skills Every Ranger Should Know (& Those To Avoid)
The innately-high Charisma of the Warlock makes Minor Illusion a nifty deceptive Spell, especially in social situations. The five-foot cube is already large enough to create a place for sneaking or to fool opponents from afar, provided they don’t see the Warlock casting the illusion.
16 Toll the Dead (Necromancy Cantrip)
The Warlock needs to point at a target within 60 feet in order to cast Toll the Dead, which then produces the sound of a bell that fills the air around the creature. This isn’t a D&D 5e healing Spell, however, as this actually damages the opponent. Unless the target succeeds a WIS Save, they take 1d8 Necrotic Damage or 1d12 Necrotic Damage if they’re missing any Hit Points prior to the Spell’s casting.
Considering how most enemies will likely lose Hit Points in the encounter, a Cantrip like Toll the Dead is a decent way of dealing a guaranteed 1d12 Necrotic damage. Moreover, compared to the likes of Poison Spray which relies on Constitution Saves, Toll the Dead forces a Wisdom Save instead.
15 Mind Sliver (Enchantment Cantrip)
Courtesy of Tasha’s Cauldron of Everything, Mind Sliver (Enchantment Cantrip) becomes a handy addition to any Warlock’s arsenal of Cantrips. When cast, Mind Sliver sends a disorienting spike of psychic energy to one visible creature within 60 feet. That target needs to succeed on an Intelligence Save or suffer 1d6 Psychic Damage on top of a 1d4 penalty to its next Saving Throw.
Despite its low damage output, Mind Sliver can become a staple damaging Cantrip for Warlocks. Most creatures - especially melee fighters - usually have low Intelligence, making them very vulnerable against Mind Sliver. And with its Saving Throw penalty, Mind Sliver can help set up devastating combos from other party members.
14 Darkness (2nd Level Evocation)
Warlocks tap into living darkness courtesy of the Darkness (2nd Level Evocation) Spell. When cast, magical darkness will fill a 15-foot radius sphere within 60 feet of them. Only nonmagical light can illuminate this area, and even darkvision can’t see inside this region.
Given the overwhelming value of light and vision in D&D, Darkness easily becomes a great counter against Spellcasters who rely on sight. When cast upon an object, the 15-foot sphere of darkness will also move with the object until said object is covered. Likewise, Darkness can dispel any light-creating Spell provided the said Spell is 2nd-Level or lower.
13 Hunger Of Hadar (3rd Level Conjuration)
An angry-enough Warlock character can impose the same horrors they experience on an unfortunate victim. With Hunger of Hadar (3rd Level Conjuration), a Warlock opens a gateway to unknown horrors that manifests as a sphere with a 20-foot radius. For an entire minute, anyone within 30 feet of the sphere can hear slurps and maddening whispers. And the unfortunate souls left in the actual sphere remain blinded, with no light being able to illuminate the region.
The area affected by Hunger of Hadar immediately becomes difficult terrain. Moreover, creatures that start their turn in the sphere take 2d6 Cold Damage. Likewise, creatures ending their turn in the region need to succeed in a Dexterity Save or take 2d6 Acid Damage. Warlocks in tight situations can rely on Hunger of Hadar as a means to stop enemy advancement.
12 Summon Undead (3rd Level Necromancy)
A key Spell for any necromancer, a Warlock can rely on Summon Undead (3rd Level Necromancy) to call forth assistance from the undeath. When cast, the undead follower can appear Skeletal, Putrid, or Ghostly. Depending on the choice, that Undead can take on unique traits with unique effects. Being a companion to the Warlock, the undead summoned via Summon Undead becomes an extra ally to the Warlock and their companions.
Players stuck in a rut can rely on Summon Undead for extra firepower, especially due to its darkvision and condition immunities. Special properties of the undead can make it useful for scouting missions, fighting bosses, or even overcoming obstacles to objectives.
11 Dispel Magic (3rd-Level Abjuration)
Anyone who’s ever played a Spellcaster knows how pesky a counterspell could be. And a well-timed Dispel Magic (3rd Level Abjuration) can easily become a lifesaver within any Warlock’s arsenal. When cast, this defensive Spell will instantly interrupt and end a target Spell, provided it’s 3rd Level or lower.
RELATED:Dungeons & Dragons: Must-Try Backgrounds To Create More Creative Characters
However, Dispel Magic has the opportunity to end higher-level Spells as well. The casting Warlock will simply need to make an Ability Check using their Spellcasting Ability against 10 + the Spell’s Level. At higher-level Spell Slots, Dispel Magic can end Spells of the level equivalent to the Spell Slot used. With a high-enough modifier, Warlocks can dispel most Spells. And against higher-level Spellcasters in endgame campaigns, a Warlock can stop the Big Bad from wiping the entire party.
10 Eldritch Blast (Evocation Cantrip)
Eldritch Blast is the signature Warlock spell and a quintessential Warlock feature, being a cantrip available only to Warlocks. Every Warlock player should treat Eldritch Blast as their best friend. As a cantrip, it requires no spell slots to use, but it still does a tremendous 1d10 force damage.
As with many spells, Eldritch Blast increases in usefulness at higher levels. The number of beams increases by one at levels 5, 11, and 17. With multiple beams, the caster can target multiple enemies at once, solidifying Eldritch Blast as one of the best cantrips for delivering damage and optimizing a Warlock’s offensive capabilities.
9 Plane Shift (7th Level Conjuration)
For tight situations, Plane Shift is an exceptional spell to have prepared. It completely outshines any other teleportation-based spell, as it can transport entire parties to different planes. While other spells limit companion amounts when teleporting, Plane Shift allows up to eight willing creatures (including willing NPCs) and can be used to shorten travel times between locations.
This spell also has combat potential since it can be used to banish enemies to other planes — reminiscent of the spell Banishment. Unlike Banishment, however, the creature does not return when concentration is broken; they must return to their desired plane themselves.
8 True Polymorph (9th Level Transmutation)
Equal parts effective and entertaining, True Polymorph allows the caster to perform transformative magic. The spell’s usefulness is divided into two categories: enemy usage and party usage. When used on enemies, the spell can transform creatures into an object, rendering them sufficiently weaker and unable to attack. This could be used to eliminate stronger creatures by turning them into breakable objects.
Conversely, the spell can turn fellow party members into strong creatures of the same level. This could be especially helpful for injured party members, as the spell forces them to adopt the HP and stats of the creature they become. This spell is a creative way to simultaneously save an ally, while also giving them the chance to wreak havoc as a ferocious beast.
7 Counterspell (3rd Level Abjuration)
Counterspell is every spellcaster’s best dream and every DMs worst nightmare. As the name suggests, Counterspell allows the caster to reflect a spell back at the enemy as a reaction.
The spell automatically negates any spells cast at 3rd level or lower and requires an ability check to successfully deter a spell if the opposing spell is cast at 4th level or higher. Using a spell slot higher than the caster’s spell also results in an automatic negation, so keeping an open higher-level slot for Counterspell is advised.
6 Psychic Scream (9th Level Enchantment)
Warlocks wanting to induce serious damage while simultaneously hindering enemies can find everything they want in Psychic Scream. This spell forces victims to succeed on an Intelligence saving throw, or face 14d6 damage and become stunned.
This spell has a high chance of doing maximum damage, given that many monsters tend to have a low Intelligence modifier. What’s more, any foe vanquished by Psychic Scream meets an undignified end in the form of having their head explode, making the killing blows all the more satisfying.
5 Finger Of Death (7th Level Necromancy)
For the aspiring Necromancer, look no further than Finger of Death, which combines high damage with shady necromancy. Its targets must attempt a Constitution saving throw; should they fail, they receive 7d8 + 30 necrotic damage (and half if they succeed). Furthermore, humanoids that fall to Finger of Death pop back up as a zombie on their next turn and are placed under the caster’s control.
RELATED: Dungeons & Dragons: What Is A Feat Worth?
As opposed to Intelligence, Constitution is a bit of a toss-up in terms of whether a creature or humanoid enemy will have a decent Constitution score. Regardless, the additional 30 damage compensates for the potential half damage.
4 Maddening Darkness (8th Level Evocation)
One of the prime Warlock strategies is to utilize the Eldritch Invocation Devil’s Sight and cast a magical darkness spell. This allows a Warlock full advantage and sight in magical cover. To employ this strategy that all Warlock players should know, Warlocks should prepare Maddening Darkness, which enables them to see 120 feet in all darkness forms.
Unlike Darkness, a lower-level spell of similar properties, Maddening Darkness also induces damage to those caught in the spell’s 60-foot-radius sphere. A Wisdom save is required, and those who fail take a full 8d8 damage.
3 Armor Of Agathys (1st Level Abjuration)
Armor of Agathys is a Warlock-exclusive spell with both offensive and defensive qualities. When cast, a frost-like armor engulfs the caster and grants 5 temporary hit points. Additionally, enemies who incite melee damage to the caster (with their temporary hit points) take 5 damage every attack.
The reason this spell sticks out is due to its growth potential. With each level, the amount of damage and temporary HP increases by 5. For example, at the 6th level, the caster gains 30 temporary HP and does 30 damage to attackers. This results in an incredible damage output mixed with protection.
2 Hex (1st Level Enchantment)
Hex is within the same realm as Eldritch Blast as an archetypal Warlock spell and is perhaps one of the most useful. Two attributes set it apart: creatures cursed by Hex take an additional 1d6 necrotic damage, and the caster can choose an ability score that the cursed creature rolls disadvantage on.
One strategy is to preemptively decide which ability score to target in accordance with other spells. For instance, knowing that Psychic Scream requires an Intelligence saving throw, the caster could make the cursed score Intelligence. This increases the target’s failing potential, creating a higher chance of successful spells.
1 Power Word: Kill (9th Level Enchantment)
With a name as intimidating as Power Word: Kill, it’s no surprise that this spell makes the list. The name says it all: the caster says a word, and a target dies instantly, making combat almost too easy. The only parameter is that the target must be at 100 hit points or lower to instantly die.
While some might get zealous and attempt this spell right off the bat, a smarter plan is to wait for a few rounds, ensuring a foe is within the correct hit point threshold. Essentially, this spell is a way for a player to spare themselves and their party from unnecessary bloodshed, instantly ending combat and without wasted spell slots or hit points.
MORE: Final Fantasy 7: What D&D Class Would Each Character Be?