Our Favorite 5E Warlock Spells

Thomas

The Warlock class is one of darkness and evil. Spells to do with death, and control. Here is a list of the best Warlock spells and how to use them.

Best Warlock first level spells

#1 Hellish Rebuke

School: Evocation
Casting Time: Special
Level: 1
Range: 60 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 250

Description: Hellish Rebuke is a reaction spell that targets a creature that just damaged you. The creature is suddenly surrounded in hellish flames, and must make a Dexterity saving throw, taking 2d10 fire damage on a failed save and half as much on a success. At higher levels, this spell’s damage increases by 1d10 for each level above level one that it is cast at.

#2 Unseen Servant (Ritual)

School: Conjuration
Casting Time: 1 Action
Level: 1
Range: 60 feet
Duration: 1 hour
Spell Source: Players Handbook, page 284

Description: Unseen Servant is a neat and useful spell that has a number of applications, in and out of combat. The unseen servant only has 1 hit point, and the spell ends if it reaches zero hit points, but it can be used in combat. The servant is invisible and can likely help you by moving things on the battlefield or taking care of tasks while you defend your allies. Out of combat, let this servant take care of chores for you, or access hard to reach places.

#3 Expeditious Retreat

School: Transmutation
Casting Time: 1 Bonus Action
Level: 1
Range: Self
Duration: Concentration, up to 10 minutes
Spell Source: Players Handbook, page 238

Description: Expeditious Retreat is a useful escape spell that quickly allows you to remove yourself from danger. This spell allows you to take the Dash action as a bonus action on each of your turns for as long as this spell lasts. The Dash action lets you move at twice your movement speed, so you can effectively move around sixty feet per round. Use this spell when you need to escape danger, or quickly rush to an ally in need of help.

Best Warlock second level spells

#1 Enthrall

School: Enchantment
Casting Time: 1 Action
Level: 2
Range: 60 feet
Duration: 1 minute
Spell Source: Players Handbook, page 238

Description: Enthrall is another useful escape spell that may help you and your allies slip away from danger. You whisper or shout a string of words meant to distract a creature you can see within range that is capable of hearing you. The creature must succeed on a Wisdom saving throw or else have disadvantage on Wisdom (Perception) checks made to perceive creatures other than you. This will let your allies sneak past an enemy undetected, avoiding a fight all together.

#2 Shatter

School: Evocation
Casting Time: 1 Action
Level: 2
Range: 60 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 275

Description: Shatter is a spell that causes a terribly loud noise to burst forth from an area you target within range. Creatures within ten feet of that spot must make a Constitution saving throw or take 3d8 thunder damage, or half as much on a successful save. This is a useful spell because it causes a lot of damage and it is an area of effect spell. Be careful not to hurt your allies!

#3 Spider Climb

School: Transmutation
Casting Time: 1 Action
Level: 2
Range: Touch
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 277

Description: Spider Climb is honestly an incredibly silly spell, but it is still quite useful. This spell allows one willing creature the ability to move like a spider along walls and ceilings without using its hands. The target also gains a climbing speed equal to half its movement speed.

Best Warlock third level spells

#1 Vampiric Touch

School: Necromancy
Casting Time: 1 Action
Level: 3
Range: Self
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 285

Description: Vampiric Touch is a great spell that deals damage, while also healing you. Imagine a skeletal hand extending to reach out and touch an unexpecting enemy. The hand rests on the target’s shoulder, then suddenly siphons the life force from the creature. On a successful melee spell attack, the target takes 3d6 damage, half of which you receive in hit points. This spell gains 1d6 damage for every spell slot used above level three.

#2 Fear

School: Illusion
Casting Time: 1 Action
Level: 3
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 239

Description: Fear is a spell that causes your enemies to run away screaming in horror. Each creature in a thirty-foot cone starting from you must succeed on a Wisdom saving throw, or else drop everything they are holding and proceed to run away from you by the fastest means necessary.

#3 Hypnotic Pattern

School: Illusion
Casting Time: 1 Action
Level: 3
Range: 120 feet
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 252

Description: Hypnotic Pattern is a spell that attempts to charm a group of creatures using hypnotic imagery. All creatures within a thirty-foot cube area that you select witness a twisting pattern of colors. These creatures must succeed on a Wisdom saving throw or be charmed by you for the duration. While charmed, the creature cannot take any actions and has zero movement speed.

Best Warlock fourth level, fifth level and sixth level spells

#1 Eyebite

School: Necromancy
Casting Time: 1 Action
Level: 6
Range: Self
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 238

Description: Eyebite is an interesting spell that offers one of three benefits at a time to the person casting the spell. Target one creature you can see within sixty feet of you. That creature either falls asleep, becomes frightened of you, or becomes sickened by you. Each of these conditions comes with its own downsides.

#2 Dream

School: Illusion
Casting Time: 1 Minute
Level: 5
Range: Special
Duration: 8 hours
Spell Source: Players Handbook, page 236

Description: Dream is a powerful spell that attempts to infiltrate the dreams of your target, who must be on the same plane as you. You, or someone you touch, enter a trance-like state. If your target is asleep, the entranced individual will appear to them in their dream. The entranced individual can shape the dream however they choose and speak with the target. They can attempt to manipulate the target into believing someone or doing something once they have woken.

#3 Conjure Fey

School: Conjuration
Casting Time: 1 Minute
Level: 6
Range: 90 feet
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 226

Description: Conjure Fey is a spell that allows you to summon a Fey creature with a challenge rating of up to six to defend you and fight alongside you. The creature will disappear if it is reduced to zero hit points, and it will take no action if not guided by you.

Best Warlock seventh level, eigth level and ninth level spells

#1 Imprisonment

School: Abjuration
Casting Time: 1 Minute
Level: 9
Range: 30 feet
Duration: Until dispelled
Spell Source: Players Handbook, page 252

Description: Imprisonment is by far the most powerful and interesting high-level Warlock spell. This spell attempts to magically restrain a targeted creature. If they are unsuccessful on a Wisdom saving throw, select a form of restrain: Burial, Chaining, Hedged Prison, Minimus Containment, Slumber. The creature cannot be located by locating spells while imprisoned.

#2 Foresight

School: Divination
Casting Time: 1 Minute
Level: 9
Range: Touch
Duration: 8 hours
Spell Source: Players Handbook, page 244

Description: Foresight is a great spell to use in combat, and should be used on whoever is most vulnerable, or whoever will be doing the most damage. Foresight grants one willing creature a look into the future. They gain advantage on attack rolls, ability checks, and saving throws, cannot be surprised, and other creatures have disadvantage when attacking them.

#3 Dominate Monster

School: Enchantment
Casting Time: 1 Action
Level: 8
Range: 60 feet
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 235

Description: Dominate Monster is a high-level Warlock spell that allows you to attempt to take control of a creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed a physic link is created, and you maintain complete control over the creature. Each time it takes damage, it rerolls the Wisdom saving throw.

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