Warlock

A caster who struck a deal with a devil: it has one never-ending ranged attack and its slots refill on a short rest.

Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026

You have one attack and it never runs out. Pick the right invocations and you get the steadiest damage in the game. Everything is below, 1 to 12.

Quick summary

Warlock — summary

Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026

  • Hit die — d8
  • Main ability — Charisma
  • Saving throws — Wisdom, Charisma
  • Armour — Light armour, or medium armour and shields as a Hexblade
  • Weapons — Simple weapons
  • Resource — Pact magic: few slots, but they fully refill on a SHORT rest
  • Feat levels — 4, 8, 12
  • Ability scores — Strength 8, Dexterity 15, Constitution 15, Intelligence 10, Wisdom 10, Charisma 17
  • Party role — In a party this class covers: Ranged damage, Face, Area control.

Two ready-made builds

  • Easy path: The Fiend — Eldritch Blast Artillery — One class. You have a single attack, but it never runs out and it hits hard: Eldritch Blast, every turn.
  • Strong path: The Hexblade — Charisma Blade — Still one class. Patch 8's new patron lets you swing your sword with Charisma, so one ability feeds both your spells and your hits.

Subclasses

  • The Fiend — Unlocks at level 1. Every enemy you kill grants temporary health: the toughest and simplest patron.
  • The Hexblade — Unlocks at level 1. Lets you wield a weapon with Charisma: the new patron that casts and swings with one ability.
  • The Great Old One — Unlocks at level 1. Frightens nearby enemies when you crit: the patron built on mind games.
  • The Archfey — Unlocks at level 1. Charms and frightens enemies: control-focused, but low on damage.

Recommended races

  • Half-Elf — +2 Charisma, +1 to two more abilities and free shield proficiency.
  • Drow — +1 Charisma and superior darkvision, and with Devil's Sight you are never blinded by the dark.
  • Githyanki — Free Misty Step, which matters because the Warlock has no other escape.

Recommended backgrounds

  • Charlatan (Deception, Sleight of Hand) — Deception runs off Charisma, the Warlock's casting ability, and it is the background that best fits a pact story.
  • Guild Artisan (Insight, Persuasion) — Persuasion feeds on Charisma; Insight runs off Wisdom so it stays weak, but with no Bard or Paladin around you take over the talking.

Companions who play this class

  • Wyll — The Fiend

Resource rhythm

  • This is the Warlock's signature: spell slots return on a SHORT rest. While other casters ration, you enter every fight full.
  • So hoarding slots is wrong: empty them every fight, then short rest. Mystic Arcanum is the exception — it is tied to the long rest, so save it for a boss.

In Honour Mode

  • Eldritch Blast costs no slots, and on a single save file damage that never runs out beats damage that explodes and stops.
  • Your slots come back on a short rest, and using short rests routinely between fights is the Warlock's biggest Honour Mode advantage.

Level by level: The Fiend — Eldritch Blast Artillery

  • Level 1 — Patron: The Fiend · Cantrips: Eldritch Blast, Vicious Mockery · Gain: Dark One's Blessing
    • Eldritch Blast — The Warlock's backbone: you fire it every turn even with no slots left.
    • Vicious Mockery — You insult the enemy, so their next attack is made with disadvantage. Mechanical enemies like Steel Watchers are fully immune to this damage.
    • Hex — Adds extra damage to every hit you land on the enemy you choose. This extra damage does nothing against ghost- and shadow-type undead.
    • Armour of Agathys — Grants temporary health, and enemies that hit you take cold damage.
    Tip: The Warlock picks its patron at level 1, not level 3.
  • Level 2 — Invocations: Agonising Blast, Devil's Sight · Gain: Agonising Blast
    • Agonising Blast — Adds your Charisma bonus to Eldritch Blast: take this invocation first.
    • Devil's Sight — You see through magical darkness, which pairs perfectly with the Darkness spell.
    • Hellish Rebuke — Sets the enemy that hit you on fire without waiting for your turn.
    Tip: Never skip Agonising Blast: it nearly doubles your damage.
  • Level 3 — Pact: Pact of the Tome · Gain: Pact of the Tome
    • Pact of the Tome — You gain three free cantrips from other classes.
    • Command — Orders an enemy around and wastes an entire turn of theirs. Has no effect on undead.
  • Level 4 — Ability Improvement: Charisma +2 (17 → 19) · Gain: Ability Improvement
    • Ability Improvement (Charisma +2)
    • Misty Step — A bonus-action teleport that gets you out of an enemy pile-up.
    • Scorching Ray — Fires three separate rays, which stack into serious damage on one target. All three rays weaken on a fire-resistant target; switch to ice or lightning.
  • Level 5 — Invocation: Repelling Blast · Spell: Hunger of Hadar · Gain: Deepened Pact
    • Repelling Blast — Eldritch Blast pushes enemies back, which ends fights near cliffs.
    • Hunger of Hadar — Opens a dark zone that blinds enemies inside and melts them each turn.
    Tip: Repelling Blast lets you push enemies off ledges.
  • Level 6 — Pick 1 spell · Gain: Dark One's Own Luck
    • Counterspell — Cancels the enemy caster's spell in mid-air.
  • Level 7 — Invocation: Armour of Shadows · Spell: Fire Shield · Gain: Spell Slots
    • Armour of Shadows — Free, unlimited Mage Armour, so you get armour without spending a slot.
    • Banishment — Removes an enemy from the fight entirely, which eases boss battles.
  • Level 8 — Ability Improvement: Charisma +1, Constitution +1 · Gain: Ability Improvement
    • Ability Improvement (Charisma +1, Constitution +1)
    • Wall of Fire — Raises a wall of fire, so enemies either burn or go around. Fire-immune enemies walk straight through it without hesitation.
  • Level 9 — Spell: Cloudkill · Gain: Spell Slots
    • Fiendish Vigour — Free temporary health before every fight, at no slot cost.
    • Flame Strike — Calls down a pillar of fire: the signature spell of the Fiend pact. Hits with fire and radiant damage separately, so if one is resisted the other still lands.
  • Level 10 — Pick 1 cantrip + 1 spell · Gain: Fiendish Resilience
    • Bone Chill — The enemy you hit cannot be healed that turn, which matters in boss fights.
    • Cone of Cold — Freezes a wide cone, for enemies that resist Fireball.
  • Level 11 — Mystic Arcanum: Chain Lightning · Gain: Mystic Arcanum
    • Minor Illusion — Creates a fake noise that pulls enemies into the corner you choose.
    • Hold Monster — Paralyses a boss, and every hit against it counts as a critical. This also fails against undead; skeletons and zombies need a different tactic.
    Tip: A high-level spell you can cast once per long rest. Unlike your normal slots it does NOT return on a short rest: save it for a boss.
  • Level 12 — Feat: War Caster · Gain: War Caster
    • War Caster — Damage no longer breaks your spell, essential for anything needing concentration.
    • Mask of Many Faces — Unlimited Disguise Self, which opens doors in dialogue and infiltration.
    • Fire Shield — Wraps you in fire so every enemy that closes in gets burned. Pick the Chill version against fire-dealing enemies, Warm against cold-dealing ones.
    Tip: Advantage on concentration saving throws. If your build leans on a concentration spell, take this before any damage feat.

Level by level: The Hexblade — Charisma Blade

  • Level 1 — Patron: The Hexblade · Cantrips: Eldritch Blast, Booming Blade · Gain: Hexblade's Curse
    • Eldritch Blast — The Warlock's backbone: you fire it every turn even with no slots left.
    • Blade Ward — For one turn you take only half damage from weapons.
    • Hex — Adds extra damage to every hit you land on the enemy you choose. This extra damage does nothing against ghost- and shadow-type undead.
    • Armour of Agathys — Grants temporary health, and enemies that hit you take cold damage.
    Tip: The Hexblade also grants medium armour and shield proficiency.
  • Level 2 — Invocations: Agonising Blast, Devil's Sight · Gain: Agonising Blast
    • Agonising Blast — Adds your Charisma bonus to Eldritch Blast: take this invocation first.
    • Devil's Sight — You see through magical darkness, which pairs perfectly with the Darkness spell.
    • Hellish Rebuke — Sets the enemy that hit you on fire without waiting for your turn.
    Tip: Adds your Charisma modifier to Eldritch Blast (the game's own wording). This is the invocation that turns the Warlock's endless damage into real damage: take it first.
  • Level 3 — Pact: Pact of the Blade · Gain: Pact of the Blade
    • Pact of the Blade — You wield a weapon with Charisma: the base of the blade Warlock.
    • Command — Orders an enemy around and wastes an entire turn of theirs. Has no effect on undead.
    Tip: Summons a pact weapon that attacks with Charisma. It brings the Warlock into melee, but your slots are still few: do not abandon ranged attacks entirely.
  • Level 4 — Ability Improvement: Charisma +2 (17 → 19) · Gain: Ability Improvement
    • Ability Improvement (Charisma +2)
    • Misty Step — A bonus-action teleport that gets you out of an enemy pile-up.
    • Mirror Image — Creates three fake copies, so enemies swing at them instead of you.
  • Level 5 — Invocation: Thirsting Blade · Gain: Thirsting Blade
    • Thirsting Blade — You attack twice per turn with your pact weapon.
    • Counterspell — Cancels the enemy caster's spell in mid-air.
    Tip: Without this invocation the Hexblade stays weak in melee.
  • Level 6 — Pick 1 spell · Gain: Accursed Specter
    • Hunger of Hadar — Opens a dark zone that blinds enemies inside and melts them each turn.
  • Level 7 — Invocation: Armour of Shadows · Spell: Dimension Door · Gain: Spell Slots
    • Armour of Shadows — Free, unlimited Mage Armour, so you get armour without spending a slot.
    • Banishment — Removes an enemy from the fight entirely, which eases boss battles.
  • Level 8 — Ability Improvement: Charisma +1, Constitution +1 · Gain: Ability Improvement
    • Ability Improvement (Charisma +1, Constitution +1)
    • Fire Shield — Wraps you in fire so every enemy that closes in gets burned. Pick the Chill version against fire-dealing enemies, Warm against cold-dealing ones.
  • Level 9 — Spell: Cloudkill · Gain: Spell Slots
    • Lifedrinker — Your pact weapon deals extra damage equal to your Charisma on every hit.
    • Flame Strike — Calls down a pillar of fire: the signature spell of the Fiend pact. Hits with fire and radiant damage separately, so if one is resisted the other still lands.
  • Level 10 — Pick 1 cantrip + 1 spell · Gain: Armour of Hexes
    • Bone Chill — The enemy you hit cannot be healed that turn, which matters in boss fights.
    • Cone of Cold — Freezes a wide cone, for enemies that resist Fireball.
  • Level 11 — Mystic Arcanum: Chain Lightning · Gain: Mystic Arcanum
    • Minor Illusion — Creates a fake noise that pulls enemies into the corner you choose.
    • Hold Monster — Paralyses a boss, and every hit against it counts as a critical. This also fails against undead; skeletons and zombies need a different tactic.
    Tip: A high-level spell you can cast once per long rest. Unlike your normal slots it does NOT return on a short rest: save it for a boss.
  • Level 12 — Feat: Great Weapon Master · Gain: Great Weapon Master
    • Great Weapon Master
    • Repelling Blast — Eldritch Blast pushes enemies back, which ends fights near cliffs.
    • Wall of Fire — Raises a wall of fire, so enemies either burn or go around. Fire-immune enemies walk straight through it without hesitation.
    Tip: Unlocks a toggle that trades accuracy for damage. Switch it on against lightly armoured enemies and off against high-armour bosses: a miss is zero damage.

Key equipment

  • Potent Robe (Act 2) — Adds your Charisma bonus to EVERY Eldritch Blast beam: the best robe for a Warlock. Where: Last Light Inn — a reward from Alfira for completing Rescue the Tieflings.
  • Hellrider's Pride (Act 1) — Adds durability for the whole party. Where: The Secluded Chamber — from Zevlor (a quest reward, or take it by theft or by force).
  • Markoheshkir (Act 3) — A staff that raises your spell accuracy and damage. Where: Act 3, Ramazith's Tower — inside a Globe of Invulnerability.
  • Helldusk Armour (Act 3) — Lets the Hexblade build stand at the front. Where: Act 3, House of Hope — worn by Raphael at all times.

Combat tips

  • Take a short rest after every fight: your spell slots come back for free.
  • Eldritch Blast never runs out, so use it on turns when you need not spend a slot.
  • Use Repelling Blast to shove enemies off ledges or into fire.
  • Your Charisma is high, so the Warlock can lead conversations too.

Common mistakes

  • Skipping the Agonising Blast invocation costs you half your damage.
  • Do not rush to a long rest: your slots already refill on a short one.
  • You have very few slots, so do not try to burn a spell every single turn.

All twelve classes and the party picker

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