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Dungeons And Dragons 5th Edition Warlock Spell Slots

by caedicteque1974 2021. 6. 26.


The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. A lot of Warlock’s best tools use attack rolls – Vampiric Touch, Eldritch Blast, your Pact Weapon – so gaining advantage on those is worth quite a bit. Warlocks also love short rests, so this ability will refresh itself constantly. You might not want to short rest just to refresh this, but your spell slots will thank you.

  1. Dungeons And Dragons 5th Edition Warlock Spell Slots List
  2. Dungeons And Dragons 5th Edition Warlock Spell Slots Free Play
  3. Dungeons And Dragons 5th Edition Warlock Spell Slots Free
  4. Dungeons And Dragons 5th Edition Warlock Spell Slots Slot
  1. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
  2. So, using 2.level is better in late tier-2 (as much as a 5th-level spell better at level 10) but much worse in tier-3. This is because the warlock's actual spell points have massive discontinuities at levels 11 and 17, by adding a whole 'nother 5th-level spell slot.
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    Warlock

The Warlock

LevelProficiency BonusCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations KnownFeatures
1st+22211st-Otherworldly Patron, Pact Magic
2nd+22321st2Eldritch Invocations
3nd+22422nd2Pact Boon
4th+23522nd2Ability Score Improvement
5th+33623rd3-
6th+33723rd3Otherworldly Patron feature
7th+33824th4-
8th+33924th4Ability Score Improvement
9th+431025th5-
10th+441025th5Otherworldly Patron feature
11th+441135th5Mystic Arcanum (6th level)
12th+441135th6Ability Score Improvement
13th+541235th6Mystic Arcanum (7th level)
14th+541235th6Otherworldly Patron feature
15th+541335th7Mystic Arcanum (8th level)
16th+541335th7Ability Score Improvement
17th+641445th7Mystic Arcanum (9th level)
18th+641445th8-
19th+641545th8Ability Score Improvement
20th+641545th8Eldritch Master

Class Features

As a warlock, you gain the following class features.

Hit Points

Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:* (a) a light crossbow and 20 bolts or (b) any simple weapon* (a) a component pouch or (b) an arcane focus* (a) a scholar's pack or (b) a dungeoneer's pack* Leather armor, any simple weapon, and two daggers

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Invocations

Dungeons and dragons 5th edition warlock spell slots free

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast

Prerequisite:eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster at will—targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite:eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite:eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Thief of Five Fates

You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Dungeons And Dragons 5th Edition Warlock Spell Slots List

Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

Dungeons and dragons 5th edition warlock spell slots list5th

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell LevelSpells
1stburning hands, command
2ndblindness/deafness, scorching ray
3rdfireball, stinking cloud
4thfire shield, wall of fire
5thflame strike, hallow

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.

Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron's nature.
Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One's nature is inscrutable, any familiar form is suitable for it.
Pact of the Blade. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
Pact of the Tome. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.

As one of the most unique spellcasters in Dungeons & Dragons 5th Edition(D&D 5e), Warlocks rely on a combination of powers from their patron, their pacts, invocations, and their spellcasting method known as Pact Magic.

Warlocks have very few Pact Magic slots which refresh every short rest—as opposed to the long rest required for other spellcasters.

With a limited number of known spells, Warlocks should carefully evaluate their choices and pick spells that can serve them well.

As I prefer versatile spellcasters, I lean into that approach even while designing Warlock characters. And my list here reflects that choices I would take during play.*

*NOTE: This list includes only 1st-level spells and higher. Spell levels mentioned here refer to that spell’s minimum spell slot level.

15. Hypnotic Pattern

Source: Player’s Handbook

Warlocks gain access to this effective 3rd-level crowd control spell.

Hypnotic pattern targets creatures in a 30-foot cube.

Any who fail and are susceptible to charm effects, immediately become incapacitated.

But targets can shake off the spell by taking damage or by another creature rousing them.

14. Hold Person/Hold Monster

Dungeons And Dragons 5th Edition Warlock Spell Slots Free Play

Source: Player’s Handbook

Hold person (2nd-level) and hold monster (5th-level) inflict the paralyzed condition on targets that fail their Wisdom saves.

This condition prevents targets from acting until they successfully save against the effect at the end of their turns.

Paralyzed targets are easier to hit by granting advantage on attack rolls against them, and an attack critically hits if the attacker is within 5 feet of a paralyzed target.

Hold person only targets humanoid creatures, while hold monster can target any creature except for undead.

13. Psychic Scream

Source: Xanathar’s Guide to Everything

Dungeons And Dragons 5th Edition Warlock Spell Slots Free

Like other spellcasters in 5e, 9th-level spells represent the pique of magical prowess.

Warlocks have access to a handful of such potent spells, though most adventurers don’t reach the point of casting them.

A more recent option, psychic scream unleashes a mental blast targeting up to 10 creatures (though creatures with Intelligence scores of 2 or lower aren’t affected).

The spell deals 14d6 psychic damage and stuns targets on a failed Intelligence save.

While targets can attempt a save to end the effect in subsequent turns, they might just stay indefinitely stunned since many creatures have low Intelligence saving throw bonuses.

12. Evard’s Black Tentacles

Source: Player’s Handbook

Evard’s black tentacles (4th-level) summons a mass of black tentacles within a 20-foot square, possibly restraining creatures within the area.

Moreover, affected creatures take 3d6 bludgeoning damage when they become restrained and at the start of each of their turns.

Breaking out of the spell requires spending their action to escape and a successful Strength or Dexterity check, a combination which can prove very punishing in combat.

For Warlocks with the Great Old One patron, this spell gets bonus consideration for fitting extremely well with the Eldritch abomination theme.

11. Summon Greater Demon

Source: Xanathar’s Guide to Everything

This 4th-level spell lets you bring forth a powerful demon from the Abyss to do your bidding.

The spell can be fun to play out, too, since you play with a measure of risk by summoning such creatures: a demon might break from your control and turn hostile towards you and your allies.

However, ways exist to reduce the chances of this occurrence.

As you gain higher-level slots you can also summon more powerful demonic underlings.

Dungeons And Dragons 5th Edition Warlock Spell Slots Slot

For Warlocks with the Fiend patron, this spell fits the patron’s theme well.

10. Sickening Radiance

Source: Xanathar’s Guide to Everything

This potent 4th-level spell “sickening radiance” can deal 4d10 radiant damage in a 30-foot radius sphere.

Creatures that start their turn in, or enter, the sphere attempt a Constitution save against the spell; on a failure, they suffer damage and gain one level of exhaustion.

Though these exhaustion levels go away once the spell ends (which can last for up to 10 minutes), stacking them can still inflict severe penalties on a creature. And possibly lead to death at six levels.

Inflicting exhaustion is an extremely rare mechanic for players, so sickening radiance stands out among the rest.

9. Banishment

Source: Player’s Handbook

This 4th-level spell can remove a targeted creature from play.

Banishment requires a Charisma saving throw, and monsters often have lower bonuses to that save.

Additionally, extraplanar creatures that fail the save become permanently banished if you maintain concentration for the entire one-minute duration.

When cast with a higher-level slot, banishment also targets additional creatures for each level above 4th.

8. Dominate Monster

Source: Player’s Handbook

This 8th-level spell allows a Warlock to charm a creature that fails a Wisdom save.

While under this effect, a creature essentially acts as your ally; they must follow your orders to the best of their ability, and you can even take control of their specific actions.

This domination lasts for up to an hour, though the creature can attempt a saving throw whenever it suffers damage.

Dominate monster is notable compared to lower-level dominate spells, because it affects any creature type—so long as a specific target has no immunity to being charmed.

7. Armor of Agathys

Source: Player’s Handbook

This 1st-level spell provides a no-concentration buff that grants five temporary hit points (temp HP) for one hour.

When another creature hits you with a melee attack while you have this temp HP, your attacker automatically suffers five cold damage.

When you cast this spell with a higher-level spell slot, both the temp HP and the damage increases by another five for each spell level above 1st.

Since Pact Magic always casts spells at the highest possible level (to a maximum of 5th-level spells), you can get extra temp HP and damage from this spell as your character grows more powerful.

6. Suggestion/Mass Suggestion

Source: Player’s Handbook

Both suggestion (2nd-level spell) and mass suggestion (6th-level spell) can hinge on your Dungeon Master’s interpretations to reach their full potential.

These spells compel creatures that can understand you, and that aren’t immune to being charmed, to pursue an order/activity. Though the request can’t put the targets in harm’s way or seem too unreasonable.

With enough creativity these spells can help Warlocks maneuver social situations, diffuse a combat encounter, and more.

Mass suggestion is mechanically superior since it can target up to 12 creatures, requires no concentration, and has a 24-hour duration.

But Warlocks can access suggestion much earlier and can use it more often. Definitely worth looking into.

5. Dimension Door

Source: Player’s Handbook

Yet another potent 4th-level spell, Warlocks shouldn’t underestimate the value of a 500-foot range teleport.

You can even take along another creature (of the same size or smaller as you).

Since you teleport to any point within range, whether you see your destination or not, this spell comes in handy as a tool for repositioning. Or from escaping an enemy to infiltrate a secure area!

4. Misty Step

Source: Player’s Handbook

Misty step, a 2nd-level spell, might eventually save your life—or make you regret not taking it.

As the Warlock’s earliest teleportation option, it provides invaluable mobility.

This allows you to instantaneously move up to 30 feet and reappear in a spot that you can see.

During your adventures you’ll eventually need to escape from an enemy that’s managed to reach you, or overcome an obstacle like a chasm or steep incline. It’s common on most adventures!

So Misty step gives you the solution you need for such situations.

3. Counterspell

Source: Player’s Handbook

In 5e, players have few means to disrupt an enemy’s spellcasting.

However Warlocks have access to counterspell, a 3rd-level reaction spell.

When you see another creature casting a spell within 60 feet of you, you can cast this to disrupt the target; doing so negates their spell entirely, dependent on the level of the spell being countered and(if required) the result of a spellcasting ability check.

Counterspell becomes especially useful on a Warlock since they always cast it at the highest Pact Magic slot level they have. Which also makes counterspell more inherently powerful.

2. Invisibility/Greater Invisibility

Source: Player’s Handbook

Invisibility (2nd-level) has fantastic uses, as you can turn yourself or another creature… well, invisible.

While affected by invisibility (which lasts for up to an hour and so long as the invisible creature doesn’t attack or cast spells), a creature can’t be seen.

This opens up opportunities for infiltration, escape, and even ambushes.

Greater invisibility (4th-level spell) provides more combat-centric benefits, as attacking and casting spells don’t automatically end the effect.

With invisibility, a Warlock casts it at their highest Pact Magic slot level. So you target more creatures as you increase your spellcasting progression.

Overall, having one or both invisibility spells helps both your utility and potency in combat.

1. Hex

Source: Player’s Handbook

Arguably the most well-known Warlock spell, hex is immediately available as a 1st-level spell—best taken early in your adventuring career.

When you target a creature with hex and hit it with an attack, you can deal an additional 1d6 necrotic damage to it.

The spell combos extremely well with the eldritch blast cantrip, along with any spells or actions that grant you additional attacks.

Hex’s other effect causes the targeted creature to have disadvantage on ability checks using an ability score of your choice.

This penalty can synergize with the likes of a grappler, or impose a disadvantage on crucial rolls (like initiative).

Any damage-focused Warlock should take hex, though it’s a decent all-around spell too.

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