Warlock Spellcaster

Warlock Spells and Invocations: An In-Depth Analysis

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Warlocks are a bit of an anomaly in the spellcasting world. Not only is their table of spellcasting completely different from any other 5e spellcaster, they also have non-spell magic called Invocations. 

In this article, we’ll explain and then explore the spellcasting wonders of Warlocks. Fore more ideas on playing a Warlock, you can read about patron lore and pact motivations here.


How Does Warlock Spellcasting Work?

Warlocks are allotted spells and spell slots differently, and a bit more simply, than other spellcasters. According to the Warlock class table, players can see how many cantrips and spells are known, how many spell slots a Warlock has overall, and the highest level those spell slots can cast.

This means that a Warlock is not limited to casting a specific number of low- or high-level spells: he simply gets to cast as many spells as he has spell slots for, so long as he knows the spell.

A Warlock can learn up to 5th level spells (with the exception of Mystic Arcanums, which we’ll discuss further), and each time a Warlock levels up his class, he can switch out one known spell.

Here is a list of Warlock spells.


How Do Invocations Differ from Spells?

Warlocks are known for their study of the spooky. As a Warlock researches the occult, she learns “fragments of forbidden knowledge that imbue [her] with an abiding magical ability.” 

Invocations are not spells. They are not limited by spell slots (usually). A Warlock can cast an invocation a hundred times per day (or more!) so long as the prerequisites are met. Some invocations will require a Warlock to expend a spell slot, but some just produce an effect without requiring any Actions or Bonus Actions.

The Warlock class table shows how many invocations a Warlock knows per level. Like spells, when a Warlock levels up, she can switch out one invocation known. 

Here is a list of Warlock invocations.


What is a Mystic Arcanum?

Though Warlocks only have spell slot up to 5th level, they have the ability to learn up to 9th level spells using their feature Mystic Arcanum. Think of it like a gift your patron bestows upon you. It’s separate from your spells known, and you can use it once per long rest without expending a spell slot. 

You will learn one 6th-level spell when you reach 11th-level Warlock, one 7th-level spell at 13th level Warlock, one 8th-level spell at 15th level Warlock, and one 9th-level spell at 17th level Warlock. The list of spells you can choose from are a part of the Warlock spell list.

You can use your 6th, 7th, 8th, and 9th level arcanums each once per long rest. 


How Should I Choose Spells and Invocations?

The trickiest part of being a Warlock is deciding which spells and invocations complement each other best. Generally, a player should choose spells and invocations based on his or her play style and party composition, but he or she can still optimize their Warlock character by following these simple rules:

  1. Choose spells and invocations that scale or have benefits regardless of level. Spells that are low level but have great utility will never go out of style. Furthermore, if a spell has an upcast option (“at higher levels”), it could be beneficial to your Warlock forever.

  2. Look at spells and invocations that complement your patron and pact. Your character will have unique goals and play-style based on which patron and pact you choose. Patrons and pacts also offer unique spell options. Be sure to choose spells and invocations that make sense based on these things.

    Opinions will differ on whether you should choose spells that give you the same or very similar abilities that your patron gives you, or if you should diversify your capabilities. Most of the time, your patron will give you a non-spell ability once per short/long rest, but you’ll have the option to learn a spell that does the same thing. Use your judgement to decide if you want to be reliable in one area or if you want to vary your skills.

  3. Choose a mix of utility, buffs, and area-of-effect damage. One major mistake I see new players make, regardless of class, is choosing spells that only do high damage. Don’t underestimate the power of a good utility spell. Sometimes, fighting isn’t always the best option, or you’ll find that you can’t affect something with a damaging spell the way you had hoped. Choose spells and invocations with diverse and unique effects.

    Plus, as a Warlock, your main method of damage will either be Eldritch Blast or your Pact weapon. So focus your spells and invocations on buffs for those two things or on utility and area of effect.

  4. Choose Invocations that don’t require the use of a spell slot (unless it’s REALLY good). You will have such a limited number of spells you can cast per day. So choosing an invocation that requires the use of a spell slot may not be worthwhile, especially if the spell is below 5th level.

Spells and Invocations That Complement Each Other

With all of the above in mind, we’re going to give you a few lists of spells and invocations that either mesh well together or share similar abilities so that you can create a balanced and fruitful character.

Keep in mind that we’re only including spells and invocations that we think are worthwhile (which is still a LOT). You can look at the Warlock spells for yourself to see a complete inventory of what’s available.

* An asterisk by the spell or invocation names indicates a Flutes Loot Favorite.


Utility-Based Spells and Invocations

The following Invocations and Spells have the best utility for a Warlock

Prestidigitation – Cantrip
Create a magical effect for up to 1 hour, such as shower of sparks, puffs of odors, faint musical notes, snuff out a campfire, make a symbol appear, etc. 

Mage Hand – Cantrip
Create a spectral hand that lasts for one minute. On your action, you can command this hand to perform small tasks like opening doors, retrieving items, pouring out vials, etc. 

Darkness – Level 2 Spell
Choose a point within 60 feet. Magical darkness spreads to fill a 15-foot radius sphere for up to 10 minutes, so long as you maintain concentration. Non-magical light cannot illuminate this area. Darkness cast on an object moves with the object. Spells that create light are dispelled when overlapped with this area if 2nd level or lower.

Dispel Magic – Level 3 Spell
As an action, choose a creature, object, or magical effect within 120 feet. Any spell 3rd level or lower on the target ends. For higher levels, make a DC 10 + spell level check. A success ends the spell. This spell upcasts by auto-ending spells at higher levels equal to the spell slot level you use.

Banishment – Level 4 Spell
As an action, send a creature to another plane of existence on a failed Charisma saving throw. If native to the plane of existence you banish from, it can return in 1 minute or until your concentration is broken. If from another plane, after 1 minute of concentrating, the target doesn’t return. At higher levels, you can target additional creatures.

*Dream – Level 5 Spell
Choose a creature on your plane of existence that can sleep. You or a willing creature you touch can enter and affect the dream, shaping landscapes, creating objects, etc. The target of the spell recalls the dream perfectly upon waking. The messenger that enters the dream can appear monstrous, leave a message, and then the target makes a Wisdom saving throw. On a fail, the target takes 3d6 psychic damage upon waking and does not benefit from the rest. See our full analysis on the Dream spell here.

Scrying – Level 5 Spell
Target a person or a location and monitor their activity. Cast this spell for 10 minutes and maintain concentration. Make a Wisdom saving throw with modifiers depending on how much knowledge you have of the target. The sensor monitoring the target is invisible, but creatures who can see invisible objects can see the sensor. The monitoring can last for 10 minutes.

Eldritch Sight
Cast Detect Magic at will without expending a spell slot or material components.

Misty Visions
Cast Silent Image at will without expending a spell slot or material components.

Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.


Spells and Invocations That Affect Communication

Tongues – Level 3 Spell
Touch a creature. This creature understands any spoken language for 1 hour. Any creature that can speak a language can also understand what the target says.

Contact Other Plane – Level 5 Spell
Contact a demigod for one minute. Make a DC 15 Intelligence saving throw or take 6d6 damage and be insane until you finish a long rest. On a success, as the entity up to 5 questions that can be answered with yes, no, maybe, never, irrelevant, or unclear.

Eyes of the Rune Keeper
You can read all writing.

Whispers of the Grave
Prerequisite: 9th level
Cast Speak with Dead at will without expending a spell slot.


Spells and Invocations That Affect Your Movement

To avoid doubling up on abilities, choose one or two spells or invocations that fulfill your movement needs, then trade them out as necessary for improved items on this list.

Expeditious Retreat – Level 1 Spell
As an action, cast this spell to take the Dash action. On subsequent turns, you can Dash as a bonus action. This spell lasts for up to 10 minutes, provided you maintain your concentration.

*Misty Step – Level 2 Spell
As a bonus action, teleport up to 30 feet to an unoccupied space you can see.

*Spider Climb – Level 2 Spell
As an action, touch a willing creature. For up to 1 hour, if you maintain concentration, the target can move up, down, and across vertical surfaces and ceilings while leaving its hands free. The target also gains climbing speed equal to its walking speed.

Fly – Level 3 Spell
As an action, touch a willing creature, who then gains flying speed of 60 feet for up to 10 minutes if you keep your concentration. At higher levels, you can target additional creatures.

Dimension Door – Level 4 Spell
As an action, teleport yourself to a location within 500 feet, if you can visualize or describe the direction. Objects not exceeding your carrying capacity can be brought with you. You can also bring one willing creature of your size or smaller plus its gear, as long as the creature is within 5 feet of you when you cast the spell. Take damage if the spot you describe is occupied.

*Trickster’s Escape
Prerequisite: 7th level
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Otherworldly Leap
Prerequisite: 9th level
Cast Jump at will without expending a spell slot.

Ascendant Step
Prerequisite: 9th level
Cast Levitate on yourself at will without expending a spell slot or material components.


Spells and Invocations That Make You Invisible


Invisibility – Level 2 Spell
A creature you touch becomes invisible for up to 1 hour, so long as you maintain your concentration. The spell ends if the target attacks or casts a spell. This spell upcasts to targeting additional creatures for every spell slot above 2nd.

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.

*Shroud of Shadow (Xanathar’s Guide to Everything)
Prerequisite: 15th level
Cast Invisibility at will without expending a spell slot.


Invocations That Alter Your Appearance

Mask of Many Faces
Cast Disguise Self at will without expending a spell slot.

Sculptor of Flesh
Prerequisite: 7th level
Cast Polymorph once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Master of Myriad Forms
Prerequisite: 15th level
Cast Alter Self at will without expending a spell slot.


Invocations That Affect Your Sight

Gaze of Two Minds
Use an Action to touch a willing humanoid and perceive through its senses until the end of your next turn. Maintain this Invocation to keep contact on subsequent turns (or out of battle). You’ll also gain that humanoid’s special senses, though you are blinded and deafened to your own surroundings.
This can be a helpful Invocation for keeping in contact with your Rogue who scouts ahead sneakily.

Devil’s Sight
You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

Ghostly Gaze (Xanathar’s Guide to Everything)
Prerequisite: 7th level
As an action, see through solid objects to a range of 30 feet for 1 minute or until your concentration ends. Within that range, you have darkvision if you don’t already have it. During that time, you perceive objects as ghostly, transparent images. Use once per short or long rest.

Visions of Distant Realms
Prerequisite: 15th level
Cast Arcane Eye 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.


Worthwhile Invocations That Require Expending a Spell Slot

Minions of Chaos
Prerequisite: 9th level
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.

Sculptor of Flesh
Prerequisite: 7th level
Cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.


Eldritch Blast Spells and Invocations

*Eldritch Blast – Cantrip 
This 120-foot ranged cantrip might be your ultimate weapon as a Warlock if you’re not Pact of the Blade. As an action, shoot a ranged spell attack of energy at a target, who takes 1d10 force damage on a hit. At level 5, you can shoot two beams. At level 11, you can shoot three beams. Finally, at level 17, you can shoot four beams. These can be the same or different targets.

*Hex – Level 1 spell (Player’s Handbook)
As a bonus action, place a curse on a creature within range that you can see. For up to 1 hour, so long as you maintain concentration, deal an extra 1d6 necrotic damage to your cursed target when you hit with an attack. The target also has disadvantage on one ability check of your choice until the spell ends. If the target drops to 0 hit points before the spell ends, you can use your bonus action to move your curse to a new target. This spell upcasts to 8 hour duration at 3rd or 4th level, and 24 hours at 5th level.

*Agonizing Blast
Prerequisite: Eldritch Blast cantrip
If your Warlock is keen on Eldritch Blasting, this Invocation adds additional damage based on your Charisma modifier.

*Eldritch Spear
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.

*Grasp of Hadar
Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.

Lance of Lethargy (Xanathar’s Guide to Everything)
Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Repelling Blast (Player’s Handbook)
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.


Defense Buffs

Protection from Evil and Good – Level 1 Spell
As an action, touch one willing creature, who becomes protected for up to 10 minutes (if successfully concentrating) against aberrations, celestials, elementals, fey, fiends, and undead. These types have disadvantage against the target, who also can’t be charmed, frightened, or possessed by these creatures. Your spell target also gains advantage on any new saving throw against the relevant effect.

*Armor of Agathys – Level 1 Spell
As an action, gain 5 temporary hit points for 1 hour as a spectral frost protects you. Creatures that hit you with melee attacks while you have these hit points take 5 cold damage. This spell upcasts by 5 hit points and 5 damage points per spell slot above 2nd.

*Armor of Shadows
Cast Mage Armor on yourself at will without expending a spell slot or material components.

Fiendish Vigor
Cast False Life on yourself as a 1st-level spell at will without expending a spell slot or material components. This will give you 1d4+4 temporary hit points for up to 1 hour.

*Tomb of Levistus (Xanathar’s Guide to Everything)
Prerequisite: 5th level
When you take damage, use your reaction to entomb yourself in ice, which melts away at the end of your next turn. Gain 10 temporary hit points per Warlock level, which take as much of the triggering damage as possible. After you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated, which all end at the end of your next turn. Use this once per short or long rest.


Area of Effect Spells

Arms of Hadar – Level 1 Spell (Player’s Handbook)
As an action, invoke the power of Hadar in a 10-foot radius from yourself. Each creature in the radius takes 2d6 necrotic damage on a failed Strength saving throw (half on a success) and loses its reaction (unless successfully saved). This spell upcasts by 1d6 damage for each spell slot above 1st. 

*Shatter – Level 2 Spell
As an action, choose a spot within 60 feet. A 10-foot radius sphere centered on that point erupts with loud ringing. Each creature in that area must make a Constitution saving throw. On a fail, they take 3d8 thunder damage or half as much on a success. This spell upcasts for 1d8 damage per spell slot above 2nd. This spell also affects non-magical objects not worn or carried in the spell’s area.

Hypnotic Pattern – Level 3 Spell
As an action, create a pattern of colors in an airborne 30-foot cube within 120 feet. Each creature in this area who sees the pattern makes a Wisdom saving throw. On a fail, the creature is charmed for up to 1 minute, assuming you maintain concentration. While charmed, the creature is incapacitated with a speed of 0. The spell ends if a target takes damage or is shaken out of its stupor.


Spells and Invocations That Activate Your Reaction

Hellish Rebuke – Level 1 Spell
As a reaction when you take damage from a creature within 60 feet that you can see, point your finger at the creature, and they become surrounded by flames. On a failed Dexterity saving throw, they take 2d10 fire damage (halved on a success). This spell upcasts by 1d10 damage for each spell slot above 1st.

*Counterspell – Level 3 Spell
As a reaction when you see a creature within 60 feet casting a spell, interrupt the process. If the spell cast is 3rd or lower, it fails automatically. At 4th or higher, you must make an ability check versus DC 10 + spell level. On a success, the spell fails. Casting this spell at a higher level upscales the automatic fail level by each spell slot level you use.

*Tomb of Levistus (Xanathar’s Guide to Everything)
Prerequisite: 5th level
When you take damage, use your reaction to entomb yourself in ice, which melts away at the end of your next turn. Gain 10 temporary hit points per Warlock level, which take as much of the triggering damage as possible. After you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated, which all end at the end of your next turn. Use this once per short or long rest.


Worthwhile Attack Spell

Blight – Level 4 Spell
Use your action to hit a non-undead or -construct creature with 8d8 necrotic damage. On a failed Constitution saving throw, it takes full damage. Plant-creatures and magical plants have disadvantage on their saving throw. This spell upcasts by 1d8 damage per spell slot above 4th.


Pact of the Blade and the Hexblade Patron

Warlocks of the Pact of the Blade focus on melee fighting, accompanied by magical effects. The Patron that best complements this pact is the Hexblade (Xanathar’s Guide to Everything), who grants you the ability to curse targets with the Hexblade’s Curse. 

The following Spells and Invocations are great for a HexBlade warrior:

*Hex – Level 1 spell (Player’s Handbook)
As a bonus action, place a curse on a creature within range that you can see. For up to 1 hour, so long as you maintain concentration, deal an extra 1d6 necrotic damage to your cursed target when you hit with an attack. The target also has disadvantage on one ability check of your choice until the spell ends. If the target drops to 0 hit points before the spell ends, you can use your bonus action to move your curse to a new target. This spell upcasts to 8 hour duration at 3rd or 4th level, and 24 hours at 5th level.
This spell is useful in addition to the Hexblade’s Curse, which can only be used once per short or long rest.

*Improved Pact Weapon (Xanathar’s Guide to Everything)
Prerequisite: Pact of the Blade feature
Your weapon becomes your spellcasting focus, plus your weapon gains a +1 bonus to attack and damage rolls. Additionally, your weapon can be a bow instead of a melee weapon.
This Invocation is imperative if you wish to use ranged weapons, such as in our HexArcher build.

*Maddening Hex (Xanathar’s Guide to Everything)
As a bonus action, deal psychic damage to a target you’ve cursed.

*Eldritch Smite (Xanathar’s Guide to Everything)
Prerequisite: 5th level, Pact of the Blade feature
Deal extra damage with your pact weapon when you expend a spell slot, plus knock a creature prone.

*Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice when you take the Attack action on your turn.

Cloak of Flies (Xanathar’s Guide to Everything)
Prerequisite: 5th level
If you’re a melee-based Warlock, this aura will deal extra poison damage equal to your Charisma modifier. Use a bonus action to surround yourself with magical buzzing flies, which stay on you until you’re incapacitated or dismiss it as a bonus action. You’ll also gain advantage on Intimidation checks, but disadvantage on all other Charisma checks.

*Relentless Hex (Xanathar’s Guide to Everything)
Prerequisite: 7th level, Hex spell or a warlock feature that curses
As a bonus action, teleport within 5 feet of your cursed target if you can see them.

*Superior Pact Weapon (UA)
Prerequisite: 9th level, Pact of the Blade feature
This Unearthed Arcana Invocation is similar to Improved Pact Weapon but improves the weapon by +2. Make sure your DM allows UA content!

Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
This Invocation automatically deals extra damage when you hit with your pact weapon.

*Ultimate Pact Weapon (UA)
Prerequisite: 15th level, Pact of the Blade feature
Like Superior and Improved Pact Weapon but with a +3 boost. Talk to your DM about using UA content.

The following spells are only available to those who choose the Hexblade patron:

Wrathful Smite – Level 1 Spell (Player’s Handbook)
Cast as a bonus action, this 1d6 buff to your next weapon attack may also frighten your target. This spell would be good to know at lower levels, to be traded up at higher levels, as it does not upscale.

*Branding Smite – Level 2 Spell
Cast as a bonus action, this spell allows your next weapon attack to deal 2d6 extra damage and make invisible targets visible. Plus, this spell upscales the damage per slot level, which makes it worthwhile to know. 

Elemental Weapon – Level 3 Spell (Player’s Handbook)
For an hour, this spell buffs your weapon, making it magical, adding +1 to attack rolls, and dealing 1d4 extra damage of a type of your choosing. This spell also upcasts nicely. Beware the concentration required.

*Staggering Smite – Level 4 Spell (Player’s Handbook)
Cast as a bonus action, this spell bolsters your next weapon attack, dealing 4d6 psychic damage, potentially removing the target’s reaction and giving it disadvantage.

*Banishing Smite – Level 5 Spell (Player’s Handbook)
As a bonus action, this spell adds 5d10 damage to your next weapon attack and banishes the target if then under 50 hit points.


Pact of the Tome

You can choose three cantrips from any class’ spell list to write into your book without counting against spells you know. Since Warlocks already have the Eldritch Blast cantrip, which can deal the most damage of any cantrip, choose utility-based cantrips from the Druid or Cleric lists.

Aspect of the Moon (Xanathar’s Guide to Everything)
Prerequisite: Pact of the Tome feature
You no longer need to sleep, and you can’t be forced to. You can gain the benefits of a long rest by spending 8 hours doing light activity, including keeping watch.

*Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
Choose two 1st-level ritual spells from any class’ spell list and add them to your Book of Shadows. You can now cast them as rituals. You can also cast Warlock spells as rituals. Add other spells you discover in your adventures to your book if the spell’s level is equal to or less than half your Warlock level rounded up. Transcribing the spell costs 2 hours and 50 gp per level.


Pact of the Chain

Find Familiar – Level 1 Spell (Ritual)
As a ritual, cast this spell for one hour. You gain the service of a familiar. For Warlocks, this list includes Imp, pseudo dragon, quasit, sprite, bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Your familiar can make an attack on your turn, communicate with you telepathically, and you can see through its eyes or hear through its ears as an action. Finally, your familiar can deliver a spell with a range of touch if it’s within 100 feet of you using its reaction.

*Gift of the Ever-Living Ones (Xanathar’s Guide to Everything)
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Voice of the Chain Master
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.

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, but only on the same creature once per long rest.


Top Patron Spells

Again note that we are not including all patron spells, only the ones we think would be worthwhile. To see a full list, click on each patron’s name below. Before you choose your spells, decide for yourself if you want to be consistent and reliable in one skill or diversified.


Celestial (Xanathar’s Guide to Everything)

A Celestial patron lives in bliss. By taking on this patron, you get a glimpse into this holy light. With this patron, you learn the Light and Sacred Flame cantrip without them counting against your number of known spells. You’ll also gain healing abilities for yourself and your party. At level 6, you can add your Charisma modifier to spells that deal radiant or fire damage.

Light – Cantrip
You’ll add this cantrip to your known spell list without it counting against spells known.

Sacred Flame – Cantrip
You’ll add this cantrip to your known spell list without it counting against spells known. This cantrip deals 1d8 radiant damage within 60 feet and upcasts by 1d8 damage per slot level.

*Guiding Bolt – Level 1 Spell
Guiding Bolt deals a good amount of Radiant damage, which complements the Celestial ability to add your Charisma modifier to the damage, also giving advantage to your allies who attack this target.

*Flaming Sphere – Level 2 Spell
Cast as an action and lasting 1 minute, this spell allows a Warlock to attack foes within 90 feet as a bonus action for the duration by moving the sphere, dealing 2d6 fire damage (plus Charisma at level 6!). This spell also sheds light, which can be useful utility in a dark battle. 

Guardian of Faith – Level 4 Spell
Warlocks are often known to have little defensibility. This spell will help discourage creatures who might attack you from getting close. It’s worth consideration.

*Wall of Fire – Level 4 Spell
Not only does this spell do a great deal of fire damage, it has incredible utility in terms of defense and area of effect. This spell is definitely one to add to your list!

Greater Restoration – Level 5 Spell
This spell will end an effect like charmed, max hit point reduction, curse, etc. If a party member who has more spell slots can learn this spell, they should instead of you.


Hexblade (Xanathar’s Guide to Everything)

The Hexblade patron manifests its power through magic weapons. Your focus should be attack damage. At level 1, you can curse a target. At high levels, you’ll add additional damage to weapon attacks and later enslave humanoids you slay.

Wrathful Smite – Level 1 Spell
Cast as a bonus action, this 1d6 buff to your next weapon attack may also frighten your target. This spell would be good to know at lower levels, to be traded up at higher levels, as it does not upscale.

Branding Smite – Level 2 Spell
Cast as a bonus action, this spell allows your next weapon attack to deal 2d6 extra damage and make invisible targets visible. Plus, this spell upscales the damage per slot level, which makes it worthwhile to know. 

Elemental Weapon – Level 3 Spell
For an hour, this spell buffs your weapon, making it magical, adding +1 to attack rolls, and dealing 1d4 extra damage of a type of your choosing. This spell also upcasts nicely. Beware the concentration required

Staggering Smite – Level 4 Spell
Cast as a bonus action, this spell bolsters your next weapon attack, dealing 4d6 psychic damage, potentially removing the target’s reaction and giving it disadvantage.

Banishing Smite – Level 5 Spell
As a bonus action, this spell adds 5d10 damage to your next weapon attack and banishes the target if then under 50 hit points.


Kraken (UA)

Krakens control the rain and storm around them. As your patron, the Kraken bestows abilities that let you grapple targets with grasping tendrils, cast Darkness as a reaction until the end of your next turn, breathe and swim underwater, and teleport.

Fog Cloud – Level 1 Spell
Fog Cloud is a Flutes Loot favorite indeed. With its long duration, upcast options, and high range, this spell provides great utility. See our further analysis here.

Call Lightning – Level 3 Spell
This large area-of-effect spell has a great range and effective 3d10 damage. It also upscales well. This is definitely a spell worth having in one’s arsenal.

Tidal Wave – Level 3 Spell
This area-of-effect spell also does a good amount of damage while also knocking enemies prone, granting your melee-fighting friends advantage against them.

Evard’s Black Tentacles – Level 4 Spell
Another great area-of-effect spell that produces difficult terrain, and you can cast as far as 90 feet away. Those who fail a Dexterity saving throw become restrained and take 3d6 damage.


Archfey (Player’s Handbook)

The Archfey focuses on charming or frightening creatures. These abilities are available at level 1, 10, and 14. At level 6, a Warlock under this patron can use her reaction to turn invisible until the start of her next turn.

*Faerie Fire – Level 1 Spell
Concentrating for one minute, cast this spell as an action to light up each object in a 20 foot cube within 60 feet. On a failed Dexterity saving throw, each object sheds dim light, and any attack roll against an affected target has advantage. Targets also stop benefitting from invisibility while targeted. This spell has good utility, but the downside is that a target that passes its Dexterity save does not get targeted. Know your enemy before casting this spell!

*Sleep – Level 1 Spell
This spell is great for incapacitating multiple targets at once. With a range of 90 feet and lasting 1 minute without concentration, you can put creatures to sleep. You can affect up to 5d8 hit points with an upcast of 2d8 per spell slot above 1st, which means, as a Warlock, 13d8 (maximum: 104, average 59).

Phantasmal Force – Level 2 Spell (Player’s Handbook)
This spell comes in handy in- and out- of battle, as it warps the mind of a target, as well as dealing a little damage. Choose sound, temperature, and other stimuli that a creature can examine or interact with. The target will rationalize thoughts and act based on the phenomenon.

Dominate Beast – Level 4 Spell
As a Warlock, you can cast this spell for up to 10 minutes with concentration (with a 5th level spell slot). This spell creates a telepathic link with a beast, which is charmed to you, and will take orders from you.

Greater Invisibility – Level 4 Spell
Make a creature invisible for up to one minute. As long as you keep your concentration, there is no condition that would make the target visible again until the end of the spell.


Fiend (Player’s Handbook)

Fiends aim to destroy or corrupt all things, including you. By killing creatures, you will get to gain temporary hit points. This patron will also help boost ability checks or saving throw sat level 6 and give you resistances at level 10. At level 14, you can more or less “banish” a target to a nightmare landscape until the end of your next turn, where they’ll take psychic damage.

*Scorching Ray – Level 2 Spell
This is by far one of the best damage spell available to a Warlock (only available with this patron!). Create three rays of fire that deal 2d6 fire damage on each hit. Upcast this spell with an additional ray per spell slot above 2nd. So for a Warlock with level 5 slots, you’ll create six rays, dealing a maximum damage of 72 damage, average 42 damage.

Fire Shield – Level 4 Spell
Warlocks are typically not well defended. This shield gives resistance to cold or fire damage and retaliates 2d8 damage to melee hits. With a duration of 10 minutes without concentration, this spell is useful to deter opponents from attacking you.

*Wall of Fire – Level 4 Spell
Lasting for 1 minute, with a range of 120 feet, and upcastable by 1d8 damage with a level 5 spell slot, the Wall of Fire is extremely helpful in protecting your party while also dealing 5d8 damage to whoever fails a Dexterity saving throw. 

Hallow – Level 5 Spell
First off, this is an expensive spell (1,000 gp of incense required, which is consumed). However, its benefits are incredible: an area of 60 feet radius can be hallowed to prevent celestials, elementals, fey, fiends, and undead from entering the area or charming, frightening, or possessing anyone within the area. You can also choose an effect like Courage, Darkness, Daylight, Silence, Tongues, Fear, and a few more that applies to all within the area. Check out these awesome effects and decide if this spell is right for you!


Great Old One (Player’s Handbook)

The knowledge and motives of the Great Old One are too vast for mortals to understand. However, you have learned secrets from it. At level 1, you can telepathically communicate with others, regardless of languages known. You can use your reaction at level 6 to impose disadvantage, and by level 10 your thoughts can’t be read. At level 14, you can charm an incapacitated creature indefinitely.

Tasha’s Hideous Laughter – Level 1 Spell (Player’s Handbook)
This spell is okay for low-level casters but should be switched out, as it doesn’t have a good upcast option. A creature who fails a Wisdom saving throw against this spell becomes incapcitated and unable to stand up for 1 minute, assuming concentration is kept. Each time the target takes damage or ends its turn, it can reattempt the saving throw, with advantage when taking damage.

Phantasmal Force – Level 2 Spell (Player’s Handbook)
This spell comes in handy in- and out- of battle, as it warps the mind of a target, as well as dealing a little damage. Choose sound, temperature, and other stimuli that a creature can examine or interact with. The target will rationalize thoughts and act based on the phenomenon.

Clairvoyance – Level 3 Spell
This spell has great utility benefits, like being able to see what’s behind a door or to monitor what’s going on in a location up to a mile away for 10 minutes.

Sending – Level 3 Spell
Another spell with good utility, this spell allows you to communicate with a creature within any range from you. With 25 words of less, you can convey a message, and the recipient can respond immediately.

Evard’s Black Tentacles – Level 4 Spell
Another great area-of-effect spell that produces difficult terrain, and you can cast as far as 90 feet away. Those who fail a Dexterity saving throw become restrained and take 3d6 damage.

*Telekinesis – Level 5 Spell
This is probably the best spell from this patron. For 10 minutes, you can manipulate or move creatures or objects by thought, up to Huge in size or 1000 lbs. You can also manipulate simple tools, open a container, or retrieve an item. 


The Undying (Sword Coast Adventurer’s Guide)

This patron has unlocked the secrets of life and death. At level 1, you know the Spare the Dying cantrip and have advantage on saving throws against disease. Undead have difficulty targeting you, and at level 6, you can regain hit points when you use Spare the Dying. By level 10, you require no sustenance, or even to breath. At level 14, you regain  hit points and can reattach your limbs.

*Silence – Level 2 Spell
In and out of combat, this spell can be vital to your party’s survival. Prevent a wizard from casting a spell, keep secrets from suspecting parties, or prevent a guard from knowing you’re around.

Aura of Life – Level 4 Spell (Player’s Handbook)
Help you and your allies become resistant to necrotic damage and immune to hit point reduction. Creatures who fall to 0 hit points can also regain 1 hit point at the start of their turns when they’re in your 30-foot aura. This spell lasts 10 minutes with concentration.

*Death Ward – Level 4 Spell
For 8 hours, a creature you touch that would die from an effect does not succumb. And the first time that target drops to 0 hit points, the target instead drops to 1.


Which Arcanum Spells Should I Choose?

Since a player can only use each of his or her Mystic Arcanum spells once per long rest, choosing the right spell is a heavy burden. We favor the following Mystic Arcanums based on their usefulness and the likelihood they’ll be used, which can function longest without the target constantly being able to do saving throws to end it, and which ones that have the most beneficial effects.

We secondarily considered concentration requirements in combat due to the likely Hex spell already being used.


6th Level

Arcane Gate (Player’s Handbook)
For 10 minutes (concentration), you can open a portal, from 10 feet away to a spot within 500 feet. Only one side of the portal is visible, and as a bonus action, you can change the direction the portal opens to. Using this for good, you and your party can escape quickly. For evil, you can escape, then bonus action change the direction (which your enemies can’t see) off of a cliff or something.

Eyebite
As an action, target a creature on each of your turns for up to 1 minute (concentration) and cause your target, if he or she failed a Wisdom saving throw, to fall asleep, become frightened, or gain disadvantage on attack rolls and ability checks.

*Mass Suggestion
Influence up to 12 creatures within 60 feet to believe or do a reasonable request for up to 24 hours.

True Seeing
Give a creature Truesight for up to 1 hour. They can see into the Ethereal Plane up to 120 feet.

*Mental Prison (Xanathar’s Guide to Everything)
This spell is great because if affects a target that even succeeds on a saving throw, dealing 5d10 psychic damage. On a fail, the target perceives the space around it to be dangerous for up to 1 minute. If the target moves out of, attacks through, or reaches through the illusion, it takes 10d10 psychic damage, and the spell ends.

Scatter (Xanathar’s Guide to Everything)
Teleport up to 5 creatures, willing or unwilling, up to 120 feet. Unwilling creatures can attempt a Wisdom saving throw to resist.

*Soul Cage (Xanathar’s Guide to Everything)
This spell activates as a reaction when a humanoid within 60 feet of you dies. Trap the soul of this creature in a cage for 8 hours or until you destroy the cage. You can use the spell up to 6 times to do the following: regain 2d8 hit points; ask a question and receive a truthful telepathic answer to its knowledge in life; gain advantage on an attack roll, ability check, or saving throw with its help; or create a sensor on a place the soul visited in life.


7th Level

Forcecage
Trap creatures in a 10-foot box or a 20-foot cage within 100 feet magically for up to 1 hour. Creatures are stuck there unless they try to use teleportation or interplanar travel, at which point they must make a Charisma saving throw.

Plane Shift
Transport yourself and up to 8 willing creatures to a different plane of existence, to a specific location or not. You can also banish an unwilling creature to another plane of existence, on a failed Charisma save.

*Crown of Stars (Xanathar’s Guide to Everything)
7 stars appear around you head for one hour. As a bonus action, send a star streaking toward a creature or object within 120 feet of you, making a ranged spell attack. On a hit, the target takes 4d12 radiant damage.


8th Level

*Feeblemind
Blast the mind of a target within 150 feet. Deal 4d6 psychic damage. On a failed Intelligence save, its Intelligence and Charisma scores drop to 1. Spells can’t be cast; it can’t communicate. After 30 days, the saving throw can be repeated to end the spell. Greater Restoration, Heal, or Wish also end the spell.

Maddening Darkness (Xanathar’s Guide to Everything)
Concentration required for 10 minutes, magical darkness spreads to fill a 60-foot radius within 150 feet of you. Darkness can spread around corners, and darkvision does not allow a creature to see. Creatures hear shrieks, gibbering, and mad laughter in the sphere. On a creature’s turn, it must make a Wisdom saving throw or take 8d8 psychic damage (half on a save).


9th Level

*Foresight
A creature you touch gains advantage on attack rolls, ability checks, and saving throws for 8 hours; can’t be surprised; and other creatures have disadvantage on attack rolls against the target.

*True Polymorph
Transform a creature or object into another creature or object, concentrating for 1 hour. At the end of the hour, if concentration was maintained, the transformation is permanent. 

*Psychic Scream (Xanathar’s Guide to Everything)
Unleash power to blast up to 10 creatures within 90 feet. Each target makes an Intelligence saving throw, taking 14d6 psychic damage on a fail and becoming stunned (half as much on a save and not stunned).  On each of its turns, a target can repeat the save to break free from the stun effect.


What are your favorite Warlock spells and invocations?

Do you wish to go a more spooky route with your Warlock build? See our recommendations for how to be a Warlock Necromancer here.

Additionally, utilize the Warlock with an occult flavor in our Witch Build Guide.

For more help on 5e spells, see our Spells Category Page.

3 thoughts on “<b>Warlock Spells and Invocations</b>: An In-Depth Analysis”

  1. Hey went back and searched some warlock content. Currently playing a 7th level genie warlock in a kind of loose, deck of many things drawing style of games. Never really played much warlock but it is super fascinating. Great article helping to organize my thoughts as I level up.

    I was wondering how this article would update since the releases of TCE and other materials. I know the warlocks got quite a few new options in some of those. Just wondering what your thoughts were!

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