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Warlock Multiclassing Guide: D&D 5e Otherworldly Concepts

D&D 5e Warlock multiclassing image by Wizards of the Coast in Guildmasters’ Guide to Ravnica.
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Welcome to Flutes’ exhaustive guide for Warlock multiclassing character builds. Mortals tremble as being beyond your understanding vie for your attention! Let’s talk about Warlocks and how they can multiclass effectively.

Multiclassing is daunting for new players, but rewarding for experienced players. Many classes benefit more from multiclassing than from investing twenty levels in a single class. Aside from optimization, multiclassing allows you to bring unique characters to life with outside-the-box specialties. Multiclassing can be useful for roleplaying as well, so it’s not merely for min-max-style players.

Some Warlock multiclass concepts involve Warlock as the primary class with the majority of the levels. Other concepts will include the Warlock as a secondary class with a minority of level investment. The secondary class may be referred to as a “dip” into that class if the concept only needs 1-3 levels in the second class. Being a secondary class does not mean a character won’t start at level one as that class; some classes get more armor and hitpoints at level one.

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General Notes on Warlock Multiclassing

Don’t forget that multiclassing requires minimum ability scores in both new and prior classes (as described on page 163 of the PHB, or page 54 of Eberron RftLW for Artificers). For example, if you are a Cleric multiclassing as a Rogue, you’ll need a Wisdom score of 13 or higher, and a Dexterity score of 13 or higher.

Class Ability Score Minimums:

  • Artificer – Intelligence 13
  • Barbarian – Strength 13
  • Bard – Charisma 13
  • Cleric – Wisdom 13
  • Druid – Wisdom 13
  • Fighter – Strength 13 or Dexterity 13
  • Monk – Dexterity 13 and Wisdom 13
  • Paladin – Strength 13 and Charisma 13
  • Ranger – Dexterity 13 and Wisdom 13
  • Rogue – Dexterity 13
  • Sorcerer – Charisma 13
  • Warlock – Charisma 13
  • Wizard – Intelligence 13

Dipping 1-2 Levels to/from Warlock

As mentioned earlier, dipping one or two levels can be enough to justify multiclassing. Let’s review which combinations get enough value from dipping and don’t require extensive multiclassing.

Which classes have the best reasons to dip into Warlock?

Sorcerers benefit from any class that improves the character’s armor proficiencies. You can start at level one as a class that gets armor proficiencies, or you can multiclass with a class that gets armor when multiclassing. There are also several subclasses that specifically get medium or heavy armor. Cleric subclasses often gain heavy armor as a subclass feature, including the Twilight Domain.

Classes that already overlap with the Charisma focus will be premium. Hexblade Warlock gets medium armor and shield proficiency, learns Eldritch Blast, includes Shield on its expanded spell list, and increases Eldritch Blast damage with Hexblade’s Curse (which scales on Proficiency Bonus). Sorcerers that are highly optimized will commonly take Paladin levels along with the Hexblade Warlock to have melee options and other interesting options. However, Paladin auras are the real prize for Sorcerers. Sorcerers have full-spellcaster spell slot progression, allowing them to make great use of several Warlock and Paladin features. An example is upcasting Armor of Agathys from the Warlock spell list.

Getting Sorcerer Metamagic will allow you to cast Booming Blade as a bonus action and an action to double up dealing big damage for a nova round. The same goes for Eldritch Blast.

Non-Hexblade Dips

If Hexblade’s Curse isn’t tempting, characters may consider the Fiend Warlock for its ability to gain temporary hitpoints after it kills creatures. This is more helpful for hordes than the Hexblade’s Curse which focuses down a single creature.

The Fathomless Warlock at level one is a rare way to gain a swimming speed and water breathing. It’s also forty swimming speed instead of the usual thirty.

Genie Warlocks gain Bottled Respite in their Genie’s Vessel for ease of short resting. Genie’s Wrath is also a nice passive buff to damage with attacks, and it scales by Proficiency Bonus.

The Undead Warlock is fantastic at low levels, so many optimizers have been adopting it into their builds. Its use of fear is especially impressive.

Taking levels of Warlock enables a “coffee-lock” build that is a common multiclass concept; it involves using Pact Magic from the Warlock to recharge Sorcery Points. Pact Magic slots recharge on short rests, so it’s a quick way to regain Sorcery Points.

Invocations and Multiclassing

Invocations roll in at level two for Warlocks, so some characters will go for two levels of Warlock instead of one. You can transform characters with Invocations, but many of them have prerequisites that involve three or more levels of Warlock. The most common Invocation for a Warlock multiclass dip is Agonizing Blast for its damage boost to Eldritch Blast, but there may be other Invocations that are more fitting to a character concept. Devil’s Sight is another common Invocation for working in magical darkness. Mask of Many Faces is popular for trickster characters. Eldritch Mind is a new Invocation from Tasha’s that helps with Constitution saving throws to maintain concentration.

Three levels of Warlock and selecting Pact of the Tome will meet the prerequisite for the Aspect of the Moon Invocation. With DM permission, this Invocation enables a spellcaster to create spell scrolls during long rests since they don’t need to sleep.

Which classes do Warlocks want for multiclass dips?

Most optimal character builds I see do not involve heaps of Warlock levels, but plenty of players will specialize as Warlocks. For those players, I recommend taking one level of Sorcerer. Similar to the Warlock, Sorcerers get their subclass at level one. A notable Sorcerer subclass for dipping is the Divine Soul; it can fortify its saving throws with 2d4 and grab Cleric spells. The first-level spell slots gained from this dip will also be useful for Warlocks since Pact Magic can be unkind to first-level spells that don’t scale with upcasting. Picking up the Shield spell in this way could be useful, for example.

Fighter levels can be tempting for armor and Action Surge, but you could go for other martial classes like Paladin for the armor perks, too.

Any full spellcaster can make a fine dip for Warlocks because of the first-level spells and spell slots gained. Warlocks need some of the best low-level spells, but Pact Magic doesn’t work very well with them. Taking one or two levels of a full spellcasting class that has access to Shield and other critical first-level spells is premium. Sorcerer is an easy one due to the Charisma overlap, but even Wizard can work.

How to Roleplay When Your Warlock Multiclasses

Not all level-twenty abilities are worth getting; for example, Rangers have a poor level-twenty class feature, so they gain more from multiclassing. Other classes like Druid and Paladin have excellent level-twenty abilities. I typically shy away from recommending multiclass if they’re a character’s core class. The exception would be if I have a fun concept or I want to focus on lower levels of play; after all, most campaigns end by level ten. Several of my recommendations are thematically cool or unusually unique to D&D.

Most players don’t foreshadow or roleplay their core class features anyway, so why should it be so difficult to justify what you gain from multiclassing? Just because you’re not sticking with a single class doesn’t mean you should feel more excessively burdened than other characters to narrate your character’s progress. You could treat the multiclassing as a mere mechanical change. You don’t have to suddenly tell people that you’re two classes. Pretend your core class has something different about it that is justified by multiclassing.

Warlock Multiclass Recommendations by Subclass

I’ll now go through each Warlock subclass to list ideas for multiclassing. Some of them will be for fun and others will be for optimal character builds.

Archfey Warlock Subclass (PHB)

Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Charm or frighten creatures in a small area. React to attacks with invisibility and teleportation. Charm immunity and a reaction to turn charms back on enemies. Use an action and commit concentration to charm or frighten a creature for one minute as it becomes lost in an illusory reality.

Archfey Warlock Multiclass Concepts

Archfey Warlock (3) / Conquest Paladin (17)

This character has a beguiling power as a Warlock that pairs well with the Paladin’s Aura of Conquest. Give the scary Conquest Paladin a fey-like twist. Make sure you invest in enough Charisma to use your auras and spellcasting DCs effectively. The two Warlock levels are important for Invocations.

Celestial Warlock Subclass (XGtE)

Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Learn the Light and Sacred Flame cantrips. Heal allies with a bonus action with your dice pool of healing. Resist radiant damage and deal more radiant and fire damage. Give temporary hitpoints to your party when you rest. Shoot back to life when you make a death saving throw and deal radiant damage in an area.

Celestial Warlock Multiclass Concepts

Nature Cleric (17) / Celestial Warlock (3)

You are the animal whisperer because you gain a familiar from Pact of the Chain, at-will Speak with Animals with the Beast Speech invocation, and max healing in your familiar’s presence with the Gift of the Ever-Living Ones invocation. Flavor the Celestial Warlock like your pact is with an angel of Mother Earth. 

Going for 17 levels in Nature Cleric will allow your Channel Divinity: Charm Animals to control the creatures you’ve charmed. It’s a cool combination that won’t be immediately obvious to the casual player, but it’s a fun option for those who want to interact with animals at will.

Celestial Warlock (14) / Draconic Bloodline (6)

This concept was kindly shared by a comment from MadnessOpus: “One combination that I would like to point out is Celestial Warlock 14/Draconic Bloodline 6 (with Gold/Brass/Red Ancestor for fire damage: I REALLY, really hope they will update the list with Fizban’s Gem Dragons so this could work with Crystal and radiant damage somehow?).”

“Thematically, golden dragons are known to be forces of justice and all that’s good, hence my choice of Gold Ancestor Dragon. You have made a pact with one that’s on divine levels. Heck, maybe even Bahamut himself offered you to be one of his devoted vanguard, who then helped you to manifest your just nature through rewarding you with gold dragon blood inheritance, beyond what comes in the package with a standard pact with a Celestial.”

“Gameplay-wise, start as a Sorcerer to get proficiency in CON saves, permanent Mage Armor, and pick Shield and Absorb Elements as your first two spells. One extra HP per Sorcerer level is not bad either for a dip if you start with 16 CON. Switch onto Warlock to get 6 levels for Radiant Soul to make fire and radiant spells hit extra CHA modifier. When choosing your Pact Boon, I highly recommend Tome to grab Shillelagh: basically a Hexblade Light, and technically, you can use the same staff as your arcane focus. Not to mention Green Flame Blade might come in handy minding our affinity for fire damage. Finish with Guidance and Word of Radiance and you’re good to be somehow support-melee-reliable.”

“Also at level 3, pick Book of Ancient Secrets and pick Find Familiar as one of the rituals so you can support your teammates with your celestial owl (sorry WotC, you had it coming when putting Flyby on it). Goes without saying that Elemental Adept: Fire is a no-brainer for your first ASI, although Moderately Armored might come in handy then or later. After getting these 6 levels in Warlock, get 6 levels in Sorcerer to pick up Elemental Affinity, so you can add your CHA modifier to fire spells AGAIN. Yes, they stack, and they do it wonderfully. Then finish the build with the remainder of your Warlock levels and you’re golden (pun totally unintended).”

“Other than that, when it comes to the build, I have to add that this way you can learn some of your run-of-the-mill fire spells (Burning Hands, Scorching Ray, Fireball, Melf’s Minute Meteors etc.) through Sorcerer and cast them using your Warlock spellslots, while at the same time you can focus on healing spells of Celestial Warlock and cast them using your Sorcerer slots should your Healing Light pool go dry. Radiant damage spells can also come in handy, however not as hard-hitting after getting Elemental Adept: Fire. Celestial Warlock is more of a secondary healer taking, well, how restricted Pact Magic is into consideration, after all.

“Oh, and you can also grab Aspect of the Moon invocation if you’re tempted by CoffeeLock shenanigans. However, have in mind that’s on you if your DM looks down on you for that.”

Celestial Warlock (3) / Wildfire Druid (6) / Alchemist Artificer (11)

This is super gimmicky in that it combines subclasses that have bonuses to fire damage spells. You may have noticed that the character’s stats are going to be ridiculously spread thin. When the character uses alchemist tools to cast a fire spell, they’ll add their Intelligence and Charisma modifiers to the damage roll, and add 1d8 from the Druid levels.

Fathomless Warlock Subclass (TCoE)

Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Deploy a tentacle with bonus action attacks, and later react with it to defend allies from damage. Swim and breathe underwater. Resist cold damage and freely communicate with other creatures when you’re submerged in water. Learn a greater version of Evard’s Black Tentacles that gives you temporary hitpoints and can’t have its concentration ended by damage taken. Use bodies of water to teleport.

Fathomless Warlock Multiclass Concepts

Fathomless Warlock (14) / Draconic Bloodline Sorcerer (6)

Frost mage! I heard about this concept from D4 on YouTube. It specializes in using cold damage to deal massive damage with Eldritch Blast and Spirit Shroud spells. It can also slow enemies and move them around. It’s my favorite ice magic build I’ve ever heard. You’ll be using Metamagic for Twinned Spell to deal a lot of damage with Eldritch Blast. This is a solid build that could be really fun to play.

Fiend Warlock Subclass (PHB)

Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Gain temporary hitpoints when reducing enemies to zero hitpoints. Add 1d10 to an ability check or saving throw. Rest to adapt to a damage type of choice, gaining resistance (ignored by magical/silvered weapons). Banish an enemy to hell with your attack until the end of your next turn, dealing 10d10 psychic damage when they return (no saving throw).

Fiend Warlock Multiclass Concepts

Fiend Warlock (14) / Watchers Paladin (6)

This character would be a decently optimized concept with well-rounded abilities. It has the Paladin’s armor and aura defenses paired with the 1d10 saving throw bonus and damage resistance of choice from the Warlock. It can also gain temporary hitpoints while cutting down enemies. I’d probably go for Pact of the Blade while gaining Eldritch Blast Invocations for ranged options. It might sound disappointing to not go for Hexblade in this build, but this concept has its own benefits.

Fiend Warlock (14) / Aberrant Mind Sorcerer (6)

I easily reimagine the Fiend Warlock as being psionic in nature, evidenced by its abilities that don’t necessarily need to be tied to fiends. Warlocks and Sorcerers already blend well, and these two subclasses make thematic sense. The mechanical benefits are decent enough, though I wouldn’t say this is highly optimized.

Fiend Warlock (14) / Divine Soul Sorcerer (4) / Fighter (2)

You are a divinely infused creature with celestial blood flowing in your veins. Fiends of the underworld would naturally try to sway you to the dark side because your soul may be worth more than the average mortal. You can twin Eldritch Blast and then do it again with the Fighter’s Action Surge. This concept also has impressive defensive options, particularly from the Fighter levels for armor.

Genie Warlock Subclass (TCoE)

Summary of subclass features: Gain a few spell options, depending on the type of genie they choose, that Warlocks can’t normally learn, but you don’t automatically learn them (eventually having Wish as an option). Acquire a tiny lamp or another small vessel that you can magically enter; you can rest while in the vessel. Deal bonus damage with an attack once per turn. Get damage resistance and a bonus action to temporarily fly. Bring allies into your vessel and short rest in ten minutes with a PB healing boost. Cast a spell of 6th level of lower with a casting time of one action without components once per 1d4 long rests.

Genie Warlock Multiclass Concepts

Soulknife Rogue (14) / Genie Warlock (6)

Without requiring concentration or spell slots to do so, you’ll gain invisibility and a flying speed so you can be a stealth jet. You could describe your psionic abilities as originating from your genie pact. You’ll gain Invocations to customize your Rogue further, gaining abilities that can be flavored to be based on your psychic powers.

Notable Invocations are Misty Visions (cast Silent Image at will), Eldritch Sight (cast Detect Magic at will), Ghostly Gaze (x-ray vision with concentration), Trickster’s Escape (cast Freedom of Movement without a spell slot), and Gift of the Depths (cast Water Breathing without expending a spell slot, and learn to swim).

Storm Herald Barbarian (14) / Genie Warlock (6)

You have become the storm as you freely fly above enemies just out of reach but within your stormy aura. Genie Warlocks at the sixth level gain the ability to fly without concentration for ten minutes several times per long rest. Your main weapon should be a polearm so you can utilize its reach property. Any foes depending on non-reach melee weapons will be unable to hit you unless they switch to ranged attacks. This is the only combination that actually makes me want to play a Storm Herald Barbarian! I would also choose the Tomb of Levistus Invocation because I find that the Tundra option is my favorite storm type for the Storm Herald.

Genie Warlock (17) / Rune Knight Fighter (3)

This character has delved into elemental runes and made a pact with a Dao. You can use Sanctuary Vessel at Warlock level ten to short rest in ten minutes, meaning you can crank out runes and Action Surge fairly often. Spike Growth becomes available to a Dao Genie Warlock, so you can still use fun battlefield control tactics while knocking enemies around Eldritch Blast. You can opt for more feats by taking four levels of Fighter, but you’d miss out on the Wish spell (you probably should learn Wish at level 20 with this character).

Great Old One Warlock Subclass (PHB)

Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Communicate telepathically with nearby creatures. React to give an enemy’s attack disadvantage against you, which in turn gives you advantage on an attack during your next turn if the enemy’s attack misses. Become immune to mind reading and resistant to psychic damage. Deal psychic damage equal to psychic damage you take to your attacker. Indefinitely charm a humanoid and telepathically communicate on the same plane of existence.

Great Old One Warlock Multiclass Concepts

Aberrant Mind Sorcerer (18) / Great Old One Warlock (2)

If you don’t want to do the usual Hexblade dip, you might go with the Great Old One. You could freely communicate telepathically with nearby creatures with GOO’s telepathy, and create a long-distance communication link with a chosen creature with AM’s telepathy. You can select different Invocations than the usual Agonizing Blast for Eldritch Blast, but it’s a significant sacrifice.

Totem Barbarian (3) / Great Old One Warlock (17)

This combination’s gimmich is to resist all damage when Raging. The Totem Barbarian (bear option at level three) usually has psychic damage as its weak spot, but not with the GOO Warlock since it has psychic resistance. I can’t say I recommend this build, but it’s kinda funny.

Hexblade Warlock Subclass (XGtE)

Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Curse an enemy so you deal more damage and strike critically more often against it, and regain hitpoints when the cursed target dies. Become proficient with medium armor, shields, and martial weapons. Perform weapon attacks with your Charisma instead of your Strength or Dexterity (with some limitations that can be lifted with Pact of the Blade). Raise a specter of your enemies to fight for you. Your cursed target essentially has to flip a coin to hit you or not. You can eventually pass your curse between creatures when they die.

Notes: This subclass is obtainable at level one and gives insane value. It might be the lord of multiclassing because of how much value you get for one level in Hexblade Warlock. There’s no way I can cover every combination for this subclass, but I’ll share some favorites.

Hexblade Warlock Multiclass Concepts

Any Sorcerer (18) / Hexblade Warlock (2)

This is an optimal build that gives armor, shields, Eldritch Blast, Invocations (Agonizing Blast), and subclass perks from the Hexblade. The Sorcerer becomes much more durable and dangerous. I’d go for the Clockwork Soul Sorcerer.

Any Sorcerer (11) / Any Paladin (7) / Hexblade Warlock (2)

This is an optimal build that features more smiting with the spellcasting progress of the Sorcerer, powerful Eldritch Blasting, and a set of Paladin auras. I’d probably go for Watchers Paladin, but there are a few that could work for your campaign. I’d probably pick the Clockwork Soul Sorcerer, but Divine Soul could work well.

Hexblade Warlock (10) / Watchers Paladin (7) / Divine Soul Sorcerer (3)

This build focuses mostly on being a successful Hexblade while investing half of your levels in strong multiclass supplements. You can choose whatever Paladin or Sorcerer subclass you like.

Hexblade Warlock (17) / Shadow Magic Sorcerer (3)

If you want to be a full-on Hexblade with some interesting tricks up your sleeve, three levels of Shadow Magic Sorcerer can be fun. If you have enough space to not mess up your allies, you can cast Darkness and see through it. This can save you the trouble of taking the Devil’s Sight Invocation if that’s the only reason you’d pick it. If that doesn’t sound fun, pick another Sorcererous Origin.

Death Cleric (14) / Hexblade Warlock (6)

There aren’t many feasible multiclass options for the Death Domain (others do it better), but this combination is ok if it fits your flavor. Better options exist for this concept, but if you want access to Cleric spells like Spirit Guardians in addition to melee attacks that are based on the quantity of damage on a single attack rather than spread-out damage with multiple attacks, this combination is ok. 

You’ll get Warlock invocations and several smiting spells from the Hexblade Warlock. Accursed Specter is a thematically relevant ability even if it’s not relatively powerful You can also consider sticking to one-to-three levels of Warlock instead of six if you want to not trade out high-level Cleric spells and spell slots. This combination will enable you to really stack up damage for heavy-handed melee strikes. The Death Domain’s damage bonuses can be significant for striking down threatening foes while still concentrating on other spells.

College of Whispers Bard (14) / Hexblade Warlock (5) / War Cleric (1)

Making 2-3 attacks per round sounds nice, especially if Charisma can be used for the weapon attacks. Use Bardic Inspiration to deal extra psychic damage with your attacks. Heavy armor will be better than the usual Hexblade medium armor, plus you get a shield. Warlock features at level six aren’t worth it, but at level five you get the invocation for Pact of the Blade to essentially get Extra Attack.

Assassin Rogue (17) / Hexblade Warlock (3)

This Assassin Rogue leans heavily into the social skill checks like Deception and Persuasion. A good assassin will find a way to invest in Charisma for social skill checks, but it gets crowded sharing stats with Dexterity and Constitution. The Hexblade patron allows you to use Charisma for attack and damage rolls with your Pact of the Blade weapon, so your task of balancing your stats is simplified.

The Pact of the Blade also grants you the ability to summon your weapon, so you can go into a social situation unarmed. When the moment is right, you can unleash your pact weapon and deal massive damage to a surprised enemy. Put thirteen or fourteen points into Dexterity and Constitution, and go full force into Charisma with this combination.

Swashbuckler Rogue (18) / Hexblade Warlock (2) 

One of the challenges of being a Swashbuckler is trying to beef up your Charisma in addition to other Rogue stats like Dexterity. With just one level in Warlock with The Hexblade patron, you’ll be able to attack with your finesse weapon using Charisma instead of Dexterity or Strength for your weapon’s attack and damage rolls.

Hexblade Warlock (10) / Gloom Stalker Ranger (3) / Arcane Archer Fighter (7)

A master of menacing archery with an arcane twist.

You’ve lived in the dark, studied with the Drow, and learned how to weave their dark magic into your arrows. Now you call upon a patron to grant you sinister power. All you need is your bow and a target worthy of your attention.

In this build, your character will deal an average of 198 damage to a target with six weapon attacks in the first turn, 79 to another target and banish it in the second turn, and another 27 to the first cursed target in the second turn. You can read more about this build in Opal’s article about it.

Eloquence Bard (18) / Hexblade Warlock (2)

Power build! You’re a fantastic support character who can also deal big damage and defend yourself. Perhaps your eloquence comes from a deal you made with a magical instrument to become a renowned storyteller, performer, and ambassador. I’m imagining “The Devil Went Down to Georgia” for the backstory.

Undead Warlock Subclass (VRGtR)

Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Transform as a bonus action for temporary hitpoints, attacks that can frighten enemies, and immunity to fright. You don’t need to eat, drink, or breathe. Turn an attack into necrotic damage once per turn, and add extra damage while transformed. You resist necrotic damage, and you’re immune to it while transformed. Survive with one hitpoint when you’d normally be reduced to zero hitpoints, gain a level of exhaustion, and deal necrotic damage to nearby creatures of your choice.

Your spirit can leave your body to gain several effects: both your spirit and body resist slashing, piercing, and bludgeoning damage, you can cast conjuration and necrotic spells without components (as long as the materials lack a gold cost), flying and ethereal movement, and you regain hitpoints when you transform and deal necrotic damage.

Undead Warlock Multiclass Concepts

Undead Warlock (2) / Fey Wanderer Ranger (16) / Divine Soul Sorcerer (1) / Twilight Cleric (1)

I like this concept as a power build that plays into the fey trickster archetype. You’re slippery and efficient in and out of combat. The Fey Wanderer is a solid subclass to focus on. Rangers don’t get much above fifteenth level, freeing you up for multiclass dips for better features.

I recommend flavoring the Undead Warlock as if it’s a manifestation of your history as a pickled fey creature. You can also pretend it’s the Archfey Warlock Patron, but with a better level-one ability for your purposes. Form of Dread pairs well with your Fey Wanderer features involving fear. I’d describe the temporary hitpoints gained as a phasing effect as attacks phase through you until your temporary hitpoints deplete.

Twilight Cleric gives you a lot in one level, including enhanced darkvision and advantage on Initiative rolls. You can make use of the extra spells and spell slots, too. Twilight is a decent theme for this character, too.

Divine Soul Sorcerer will net you the Favored by the Gods feature to reinforce your saving throws. I’d treat this as a fey feature instead of a godly intervention.

Undead Warlock (18) / Necromancer Wizard (2)

Grim Harvest is a fun ability from the Necromancer Wizard that passively siphons life from your victims when you slay them with spells of at least first level. The Wizard levels also give you many first-level spells that are invaluable, such as Shield, Feather Fall, Absorb Elements, Mage Armor, Find Familiar, Fog Cloud, and more!

Undead Warlock (14) / Shadow Sorcerer (6)

These two subclasses are thematically synergistic, both taking power from the Shadowfell, Domains of Dread, and otherworldly creatures of darkness. Warlocks and Sorcerers pair well together for many reasons, so this is a powerful build. Laudna from Critical Role is a character utilizing this combination.

Undead Warlock (3) / Conquest Paladin (17)

Use the Frightened condition with your Form of Dread, and immobilize the scaredy cats with your Aura of Conquest. You gain the usual Warlock dip benefits, like Eldritch Blast, Invocations, and additional spell slots. You can truly become a dread knight with this build! I love the Conquest Paladin, so I appreciate multiclass ideas that feed into its fear tactics.

Valor Bard (3) / Undead Warlock (17)

The Undead Warlock lacks medium armor and shields, but the Valor Bard can assist with that while gaining other support abilities and spells. Honestly, the Valor Bard has been replaced somewhat by the Hexblade Warlock since you can get armor and shields with only one level of investment. For this reason, I look to the other Warlock subclasses to see which of them might like what the Valor Bard offers.

Undying Warlock Subclass (SCAG)

Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Get the Spare the Dying cantrip and advantage on saving throws against disease. Undead creatures need to roll a Wisdom saving throw to attack you. Succeeding at death saving throws or stabilizing creatures with Spare the Dying allows you to regain hitpoints. You can hold your breath indefinitely, and you don’t need food, water, or sleep (still need to rest). Regain hitpoints as a bonus action based on your Warlock level. Freely reattach body parts to yourself when severed.

Notes: This subclass is notoriously bad, and it was basically reworked as the Undead Warlock (see above) from VGtR.

Undying Warlock Multiclass Concepts

Undying Warlock (12) / Oathbreaker Paladin (8)

Paladin oaths must not be broken, but you broke yours when you died. Riding the line between life and death, you’ve been resurrected for a chance at revenge. Standing at the head of your army of undead, you blend in as one of the horde.


Warlocks are one of of the most popular classes in D&D 5e. Learn well their powers so you can multiclass to claim or enhance their powers. Sorcerers are your friends!

Which of my multiclass concepts have you played or have you felt inspired to play? I love hearing about your characters, and I’ve been known to add my favorite concepts from reader comments to my articles.

You can find more content on multiclassing in our other articles, particularly our class-level multiclassing combinations article.

12 thoughts on “<b>Warlock Multiclassing Guide</b>: D&D 5e Otherworldly Concepts”

    1. I’m glad you liked the concepts overall! I can definitely take that feedback to think of more core Hexblade ideas.
      (edit) I added two suggestions for investing in more Hexblade levels for 10+ character levels.

  1. Would fire genie warlock and samurai fighter? Kinda have an idea for a character who made a deal with a magical being for the power over fire to get vengeance on those who destroyed her village

    1. Samurai Fighter would be really bad if you want to use Eldritch Blast. Fighting Spirit only works with weapons. The character concept sounds cool, though.

  2. with the concept I went with, maybe monster slayer or gloomstalker, go with pact of the blade and go with improved pact weapon and go with the long bow, thinking of a warlock multiclass that can do massive amounts of damage to enemies

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