D&D Warlock: The Complete Class Guide (Patrons, Pacts & Builds)

The D&D warlock is the strangest caster in 5e. They have only one to four spell slots — but those slots come back on every short rest, and they're always cast at the maximum level the warlock can use. They have one of the best at-will damage cantrips in the game (Eldritch Blast). They have three layered customization systems (Patron, Pact Boon, Invocations) instead of one. And they're the most-Charisma-dependent class besides bard, with all the social benefits that implies.
The flipside: warlocks are a deeper class than they look, and the wrong build choice can leave you with a character who runs out of slots after one fight, can't keep up with sorcerers in a fireball-trade, and feels like a bad wizard. Built right, the warlock is one of the most damage-efficient characters in the game; built wrong, they're a confusing mess of options that doesn't add up.
This guide breaks down patron choice, the pact boon decision, the must-take invocations, what slots are really worth, and the roleplay decisions that take a warlock from "I made a pact" cliché to one of the deepest character archetypes in fantasy.
The Warlock Chassis
- Hit die: d8
- Primary ability: Charisma
- Saving throw proficiencies: Wisdom, Charisma — both excellent
- Armor: Light armor
- Weapons: Simple weapons
- Spellcasting: Pact Magic — known list, full nine-level progression by level 17 (5th-level cap from 1-10), but only 1-4 slots that recharge on a short rest, all cast at the highest level you have.
- Class features: Otherworldly Patron, Pact Magic, Eldritch Invocations (gain at levels 2, 5, 7, 9, 12, 15, 18 — total of 7), Pact Boon (level 3), Mystic Arcanum (one 6th, 7th, 8th, 9th-level spell, once per long rest).
The warlock's three customization layers — Patron (subclass), Pact Boon (a sub-subclass at level 3), and Invocations (8 slots over 20 levels) — make it the most-customizable class in 5e. Two warlocks with the same Patron can play completely differently because of pact and invocation choices.
The Patrons, Ranked
Tier 1: First-Pick Patrons
- Hexblade. Hex Warrior makes Charisma your weapon attack stat. Curse target gives bonus damage and crit-on-19. Specter at level 6. The strongest single-target patron and the foundation of the famous Hexblade-Sorlock and Hexblade-Paladin builds.
- Genie (TCoE). A bottle pocket dimension to rest in (auto-sanctuary every long rest), elemental damage scaling, an at-will planar travel feature. Ridiculously strong utility.
- Celestial (XGtE). Healing pool that recharges on short rest. Light cleric in a warlock chassis. Tier 1 for parties without dedicated healers.
Tier 2: Excellent Patrons
- Fiend. Temporary HP per kill, Dark One's Own Luck for save rerolls, expanded fire spell list. Solid frontline blaster.
- The Great Old One. Telepathy, charm/fright on crit, Awakened Mind, Thought Shield. Strong roleplay loaded.
- Archfey. Misty Step at will (eventually), fey resistance, Path of the Beguiler. Mid-tier in mechanics, top-tier in flavor.
- Fathomless (TCoE). Tentacles for control, breathing underwater, oceanic flavor. Strong control patron.
- Undead (VRGtR). Form of Dread (frightened on hit), undead immunity progression, exhaustion-immune. Dark and mechanically tight.
Tier 3: Playable but Specific
- Undying. Outclassed by Undead. Niche.
- Seeker (UA / no longer published). Was promising; not in current rules.
For first warlocks: Hexblade for melee damage, Genie for utility and AOE, Celestial if your party lacks healing.
The Pact Boon Decision (Level 3)
At level 3 you choose a Pact Boon. Three core options:
- Pact of the Tome. A book of three cantrips from any class. Unlocks Book of Ancient Secrets (free ritual library). Best for utility and exploration warlocks.
- Pact of the Blade. Summon a magical weapon you're proficient in. Pair with Hex Warrior (Hexblade) and you have a Charisma-based melee build that doesn't need Strength or Dex.
- Pact of the Chain. A familiar with a stronger statblock (imp, sprite, pseudodragon, quasit). Imp invisibility = unlimited scouting. Tier 1 if your DM lets familiars do real things.
- Pact of the Talisman (TCoE). Wear an amulet that adds d4 to attack rolls and saves once per short rest. Mediocre boost; weakest of the four.
For Hexblade builds: Pact of the Blade. For wizardly utility: Pact of the Tome. For scouting: Pact of the Chain. Talisman is the weakest pick for almost every build.
Must-Take Invocations
Invocations are the warlock's "feat" system. You get 8 by level 18. Some are mandatory:
- Agonizing Blast. Adds Charisma mod to Eldritch Blast damage. Required for any blast-focused warlock. With four beams at level 17 and 5+ Cha mod, that's 20+ extra damage per turn.
- Repelling Blast. Each beam pushes 10 feet. Combined with Agonizing Blast = a battlefield-control machine.
- Devil's Sight. 120-foot darkvision through magical darkness. Pair with Darkness for a personal kill zone.
- Mask of Many Faces. Disguise Self at will. Single best utility invocation.
- Eldritch Mind (TCoE). Advantage on concentration saves. Massive value for Hex/Hold-Person warlocks.
- Misty Visions. Silent Image at will. Cheap illusion utility.
Most builds end with at least Agonizing Blast, Repelling Blast, and Devil's Sight. The remaining 5+ slots customize for your patron and party role.
Eldritch Blast: The Cantrip Built Like a Class
Eldritch Blast scales with character level: 1 beam at levels 1-4, 2 at 5-10, 3 at 11-16, 4 at 17+. Each beam is a separate ranged spell attack roll dealing 1d10 force damage. With Agonizing Blast, you add Charisma mod to each beam. With Repelling Blast, each beam pushes 10 feet on hit.
Math at level 11 with 18 Charisma: three beams, each 1d10 + 4 = avg 9.5, total 28.5 expected damage per turn from a cantrip alone. That's better than most fighters' weapon damage. By level 17, four beams at 20 Charisma = 5 × 4 = 20 + 4d10 = avg 42 damage per turn from a free cantrip.
This is why every blast-focused warlock takes Agonizing Blast. Slots are reserved for control and burst; Eldritch Blast handles sustained damage. Don't burn slots on Witch Bolt thinking it's better. It isn't.
Race & Stat Priority
Stat priority for almost any warlock:
- Charisma — your spellcasting ability, save DC, and (for Hexblade) attack stat. 16+ at level 1, 20 by level 8.
- Constitution — concentration saves and HP. 14+.
- Dexterity — AC and initiative. 14+.
- Wisdom — saves against Hold/Charm.
Strong race choices:
- Variant Human / Custom Lineage: Free feat — Resilient (Con) or War Caster.
- Hexblood (VRGtR): Hex Magic, ritual casting, +Cha. Thematic and statty.
- Tiefling (Glasya, Asmodeus, Devil's Tongue): Cha-positive plus thematic spells.
- Yuan-Ti (VGtM): Magic resistance — best save advantage in the game. Charisma-friendly. Often banned in adventurers' leagues for being too strong.
- Half-Elf: +2 Cha, +1 to two stats. Excellent baseline.
- Aasimar: Flight at level 3, radiance damage, Cha-friendly.
For Hexblade Pact-of-the-Blade builds: any race with bonus Cha. For pure caster builds: Variant Human + Resilient (Con) is the optimization lock.
Spell Picks That Earn Their Slot
You learn fewer spells than wizards or sorcerers. Make every pick count:
- 1st level: Hex (always), Armor of Agathys (frontline warlocks), Hellish Rebuke, Witch Bolt (situational), Comprehend Languages (utility)
- 2nd level: Misty Step, Mirror Image, Hold Person, Suggestion, Shadow of Moil (TCoE)
- 3rd level: Counterspell, Hypnotic Pattern, Fly, Fear, Vampiric Touch (Hexblade with weapon)
- 4th level: Banishment, Sickening Radiance (XGtE), Wall of Fire, Dimension Door, Greater Invisibility
- 5th level: Hold Monster, Wall of Force, Synaptic Static, Far Step
- Mystic Arcanum (6-9): Eyebite, Forcecage, Plane Shift, True Polymorph, Foresight, Power Word Stun
The pattern: Hex always (extra damage on every Eldritch Blast hit, ability check disadvantage), control over damage (Hypnotic Pattern, Hold Monster, Banishment), defense for caster squishies (Misty Step, Mirror Image).
Multiclassing: Hexblade Synergies
Warlocks are the most-multiclassed class in 5e — nearly every Charisma build benefits from a Hexblade dip. The key dips:
- Hexblade 1 / Sorcerer X (Sorlock). Quickened Spell + Eldritch Blast + Hex = one of the highest-DPR builds in the game. The classic.
- Hexblade 2-5 / Paladin X (Hexadin). Smites, Eldritch Smite (push 10 feet, knock prone), Cha-stacking.
- Hexblade 1 / Bard X (Lock-Bard). Lore Bard for Magical Secrets, Hex Warrior for melee viability.
- Hexblade 1 / Anything Cha-based. Even one level of Hexblade is worth taking for Hex Warrior + medium armor + shield + Cha-stat conversion.
If you're playing a pure warlock: stay pure. Mystic Arcanum at level 11 (6th-level spell daily), 13 (7th), 15 (8th), 17 (9th) is too good to skip. The 11+ warlock is one of the strongest pure classes in the game.
Common Mistakes
- Casting Witch Bolt over Eldritch Blast. Witch Bolt is mathematically inferior. Just don't.
- Burning slots on damage spells. Slots are 2-4 per short rest. Use them on control (Hold, Hypnotic, Banishment) or buff (Hex, Armor of Agathys). Damage is what Eldritch Blast does for free.
- Skipping Hex. Bonus damage on every weapon attack, every Eldritch Blast hit, and disadvantage on an ability score. Hex is your default 1st-level pick — every long-fight day.
- Not pushing for short rests. Warlocks need short rests. If your party doesn't take them, you're playing a worse-than-sorcerer character. Negotiate a short-rest culture early.
- Forgetting Pact-of-the-Chain familiar. Imps are invisible and have advantage on attacks against creatures within 5 feet of an ally. They're scouts and combat assets simultaneously.
Roleplay: The Pact Is the Story
The warlock's pact is one of the strongest narrative chassis in 5e — assuming you actually engage with it. The lazy warlock is "I made a pact, now I have powers, that's it." The strong warlock has a pact that's active: the patron has goals, the pact has terms, and the consequences of those terms create story.
Better pact concepts:
- The hesitant warlock. Made the pact in desperation. Doesn't fully understand the terms. Discovers the cost session by session.
- The negotiator warlock. Made the pact deliberately, with edits, with safeguards. Is in ongoing negotiation with their patron.
- The defector warlock. Used to serve enthusiastically. Now wants out. Power still works. The patron is not amused.
- The inheritor warlock. Inherited the pact from a parent or mentor. Didn't choose; bound by lineage.
- The unwitting warlock. Doesn't know they're a warlock. Believes the powers come from somewhere else (a dream, a god, a relic). The patron prefers it this way.
Whatever the framing, the patron should be present in the campaign. Visions, dreams, demands, gifts, rivalries with other patrons. The patron isn't backstory — they're an NPC with their own agenda. Our character bible guide covers patron-as-character work in depth, and our NPC generator can spin up patron details if you need them.
The Warlock's Endgame
By level 11, warlocks unlock Mystic Arcanum (a 6th-level spell, free, once per long rest). Levels 13, 15, and 17 add 7th, 8th, and 9th-level Arcanum. By level 20, the warlock has 8 invocations, four short-rest slots cast at 5th level (or higher with multiclass), four Mystic Arcanum, and Eldritch Master (regain all expended spell slots on a 1-minute meditation, once per long rest).
The late-game warlock has the highest sustained DPR-per-resource of any caster (Eldritch Blast costs nothing) and the largest control toolkit per slot (because every slot is at maximum level). Mystic Arcanum gives them Foresight and Power Word Kill — the same endgame plays as wizards, just with one daily use instead of multiple.
Pick your patron for narrative weight, your pact boon for your role, your invocations for the moments you'll repeat every fight. Hex always. Eldritch Blast as the spine. Slots for control. The class is more complex than it looks — and pays back every minute spent learning it. For broader build advice see the character sheet guide; if you want to develop the pact NPC in depth, the character bible guide walks through patron design.
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