Dungeons And Dragons 5th Edition Warlock Spell Slots

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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. The warlock is a character class in the Dungeons & Dragons fantasyrole-playing game. It was introduced as a non-core base class in the supplemental book Complete Arcane for the 3.5 edition of.

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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

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

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
Table: The Warlock
LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+33623rd3
6th+3Otherworldly Patron feature3723rd3
7th+33824th4
8th+3Ability Score Improvement3924th4
9th+431025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+641445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Only details for the Fiend were released as Open Game Content by Wizards of the Coast. Additional options are listed below.

Dungeons And Dragons 5th Edition Warlock Spell Slots List

Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

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.

Subpages

  • Warlock Patrons

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

Table: The Warlock 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 Table: The Warlock 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

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.

See this page for complete list of eldritch invocations.

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.

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

Pact of the Arrow (3pp)

SourceAoM:HP (3pp)

You can use your action to create a pact weapon in your empty hand. You can choose the form that this ranged weapon takes each time you create it, and you do not require any ammunition to use this weapon as ammunition will be created for you each time you use the weapon. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical 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 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 Skull (3pp)

SourceSPCM

Your patron gives you a magical pact skull, generally a humanoid or ghoul skull collected from a graveyard with at least one hundred bodies. Using this skull, you can cast spells you know with the ritual tag as rituals.

Additionally, the skull whispers magical secrets that only you can hear. When you choose this feature, choose two 1st-level spells with the ritual tag from any class (not necessarily the same class), including this one. The chosen spells are warlock spells for you. While the skull is within 5 feet of you, you know those spells and they do not count against your number of warlock spells known, but you can’t cast them using spell slots as normal. You can cast them as rituals or as formulas (if they have the formula tag).

You can also use this class feature to cast one of the chosen spells as an action without expending a spell slot while your pact skull is within 5 feet of you. Once you do so, you can’t do so again until you finish a short or long rest.

Each time you gain a warlock level, you can replace one of the chosen spells with another ritual spell that is of a spell level lower than half your warlock level (rounded up, minimum 1). On your adventures, you can also add other ritual spells to your pact skull. When you find such a spell, you can add it to the skull if the spell’s level is equal to or less than half your warlock level (rounded up) and if you take the time to teach the spell to your skull. For each level of the spell, the teaching process takes 2 hours and costs 50 gp for the rare incense that you must burn in your pact skull while reading the spell aloud to it.

If you lose your pact skull, 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 skull. Your pact skull crumbles to sand when you die.

Pact of Stolen Power (3pp)

SourceAoM:HP (3pp)

You can perform a special 1-hour long ritual on one magic object such as a rod, wand, or staff to obtain its power. You can perform the ritual over the course of 1 hour, which can be done during a short rest which uses one charge from the object. You can then dismiss or summon the magic object at will, but when you summon the object it is a shadow object possessing half the charges or uses of the magic object, rounded down while expending another charge from the original object. You can use the shadow object until all the charges are used up, and after a long rest, you can summon another copy of the object to use its charges again, but you still expend an additional charge from the original object every time you summon the shadow object.

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.

Warlock Spells

Cantrips (0 Level)

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Warlock Origins

SourceAoM:HP (3pp)

People become warlocks for a number of reasons. Here are twenty reasons why a warlock might make a pact with a patron. If you need a quick way to build a character background, choose an origin or roll a d20 and see what path fate chose for you.

d20Origin
1Revenge. Your patron promised you a chance to hurt those who hurt you. This revenge isn’t what you wanted.
2Anger. Your anger at someone in your family drove you to find power through any means necessary. You patron seized on that hate to have you sign the deal.
3Opportunity. Your patron provided a quick solution to a debt, an obligation, or an arrangement in your life. This solution was not what you expected.
4Survival. You were going to die, and you patron appeared offering you a chance to live again at a cost!
5A Life Preserved. Someone you cared for would have died. You sold your soul to keep them alive. Now they live for as long as you serve.
6Exile. You were exiled from your people for a serious crime. Your patron offered you a home that you thought you wanted.
7Immense Riches. You grew up in poverty, and your patron offered you wealth beyond your imagination. Wealth is not worth your freedom now.
8Power. You’ve been preyed upon your whole life. Your patron offered you a chance to turn the tables.
9Admiration. You’ve seen other warlocks and always wanted to be one yourself. You were young and foolish then.
10Spurned by the Gods. The gods have never heard your prayers or stopped hearing them suddenly, but something much darker listened instead.
11Destiny. Your patron engineered all the steps in your life to lead to you signing the deal.
12Lord of the Cult. Not all dark powers need priests, but they do want servants. You joined a cult that gave you power beyond a clerics limited imagination.
13Family Ties. All members of your family signed the pact, and so did you. Do you regret this rite of passage?
14Family Abandonment. You grew up in a family where you were shown neither loved or kindness. Something else filled that void, and all it asked of you was one thing-your soul!
15A Quicker Path. You were on the right path, but it would have taken too long. A dark power offered you a quicker path for the small price of your loyalty.
16Life or Death. Your life was on the life, and the only way to survive was to sign the pact. Death would have been a mercy.
17A Debt Paid. Someone used you to pay their debt. You could have refused, but they would have paid the ultimate price. Maybe the price for them would have been less than what has happened to you.
18The People’s Chosen. Your town, family, or kingdom regularly sacrifices one to the patron. You were the “lucky” winner.
19Curiosity. You read words from a tome or ruins, not knowing the deal you were making. That was a mistake.
20Love. You love your patron. The patron has taken advantage of this and asked for the one thing only you could give it.

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

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

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.

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

Spell

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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