Sunday, 18 April 2021 23:00

Dungeons & Dragons: 10 Most Useful Warlock Spells | Game Rant

Written by Juztin Bello
Rate this item
(0 votes)
Warlocks are among the most interesting and powerful spellcaster classes in Dungeons & Dragons. Here are the best of the spells at their disposal.

As primary spellcasters, Warlocks have one of the widest arrays of available spells in all of Dungeons & Dragons. While Warlocks are unique amongst spellcasters due to their pact-driven magical abilities, they share many of their spells with Druids, Sorcerers, and Wizards.

RELATED: Dungeons & Dragons: 10 Tips For Playing A Half-Elf

Building the perfect Warlock is a meticulous process, and players may find themselves caught up in preparing the perfect spell list. Many spells may appeal with their flashy, fear-inducing names. However, the best spell output includes those that both aid a Warlock and their party, and also devastate enemies with sly tricks or devilish attacks. For Warlock players looking to maximize their character's spellcasting, these spells will help optimize the best character.

10 Eldritch Blast (Evocation Cantrip)

Eldritch Blast is the signature Warlock spell and a quintessential Warlock feature, being a cantrip available only to Warlocks. Every Warlock player should treat Eldritch Blast as their best friend. As a cantrip, it requires no spell slots to use, but it still does a tremendous 1d10 force damage.

As with many spells, Eldritch Blast increases in usefulness at higher levels. The number of beams increasing by one at levels 5, 11, and 17. With multiple beams, the caster can target multiple enemies at once, solidifying Eldritch Blast as one of the best cantrips for delivering damage and optimizing a Warlock's offensive capabilities.

9 Plane Shift (7th Level Conjuration)

For tight situations, Plane Shift is an exceptional spell to have prepared. It completely outshines any other teleportation-based spell, as it can transport entire parties to different planes. While other spells limit companion amounts when teleporting, Plane Shift allows up to eight willing creatures (including willing NPCs), and can be used to shorten travel times between locations.

RELATED: Dungeons & Dragons: 10 Must-Try Backgrounds To Create More Creative Characters

This spell also has combat potential since it can be used to banish enemies to other planes — reminiscent of the spell Banishment. Unlike Banishment, however, the creature does not return when concentration is broken; they must return to their desired plane themselves.

8 True Polymorph (9th Level Transmutation)

Equal parts effective and entertaining, True Polymorph allows the caster to perform transformative magic. The spell's usefulness is divided in two categories: enemy usage and party usage. When used on enemies, the spell can transform creatures into an object, rendering them sufficiently weaker and unable to attack. This could be used to eliminate stronger creatures by turning them into breakable objects.

Conversely, the spell can turn fellow party members into strong creatures of the same level. This could be especially helpful for injured party members, as the spell forces them to adopt the HP and stats of the creature they become. This spell is a creative way to simultaneously save an ally, while also giving them the chance to wreak havoc as a ferocious beast.

7 Counterspell (3rd Level Abjuration)

Counterspell is every spellcaster's best dream and every DMs worst nightmare. As the name suggests, Counterspell allows the caster to reflect a spell back at the enemy as a reaction.

The spell automatically negates any spells cast at 3rd-level or lower, and requires an ability check to successfully deter a spell if the opposing spell is cast at 4th-level or higher. Using a spell slot higher than the caster's spell also results in an automatic negation, so keeping an open higher-level slot for Counterspell is advised.

6 Psychic Scream (9th Level Enchantment)

Warlocks wanting to induce serious damage while simultaneously hindering enemies can find everything they want in Psychic Scream. This spell forces victims to succeed on an Intelligence saving throw, or face 14d6 damage and become stunned.

RELATED: Ranked: The 10 Best D&D Campaigns Of All Time

This spell has a high chance of doing maximum damage, given that many monsters tend to have a low Intelligence modifier. What's more, any foe vanquished by Psychic Scream meets an undignified end in the form of having their head explode, making the killing blows all the more satisfying.

5 Finger of Death (7th Level Necromancy)

For the aspiring Necromancer, look no further than Finger of Death, which combines high damage with shady necromancy. Its targets must attempt a Constitution saving throw; should they fail, they receive 7d8 + 30 necrotic damage (and half if they succeed). Furthermore, humanoids that fall to Finger of Death pop back up as a zombie on their next turn and are placed under the caster's control.

As opposed to Intelligence, Constitution is a bit of a toss-up in terms of whether a creature or humanoid enemy will have a decent Constitution score. Regardless, the additional 30 damage compensates for the potential half damage.

4 Maddening Darkness (8th Level Evocation)

One of the prime Warlock strategies is to utilize the Eldritch Invocation Devil's Sight and cast a magical darkness spell. This allows a Warlock full advantage and sight in magical cover. To employ this strategy that all Warlock players should know, Warlocks should prepare Maddening Darkness, which enables them to see in 120 feet in all darkness forms.

Unlike Darkness, a lower-level spell of similar properties, Maddening Darkness also induces damage to those caught in the spell's 60-foot-radius sphere. A Wisdom save is required, and those who fail take a full 8d8 damage.

3 Armor of Agathys (1st Level Abjuration)

Armor of Agathys is a Warlock-exclusive spell with both offensive and defensive qualities. When cast, a frost-like armor engulfs the caster and grants 5 temporary hit points. Additionally, enemies who incite melee damage to the caster (with their temporary hit points) take 5 damage every attack.

RELATED: Dungeons & Dragons: What Is A Feat Worth?

The reason this spell sticks out is due to its growth potential. With each level, the amount of damage and temporary HP increases by 5; for example, at 6th level the caster gains 30 temporary HP and does 30 damage to attackers. This results in an incredible damage output mixed with protection.

2 Hex (1st Level Enchantment)

Hex is within the same realm as Eldritch Blast as an archetypal Warlock spell, and is perhaps one of the most useful. Two attributes set it apart: creatures cursed by Hex take an additional 1d6 necrotic damage, and the caster can choose an ability score that the cursed creature rolls disadvantage on.

One strategy is to preemptively decide which ability score to target in accordance with other spells. For instance, knowing that Psychic Scream requires an Intelligence saving throw, the caster could make the cursed score Intelligence. This increasing the target's failing potential, creating more a higher chance of successful spells.

1 Power Word: Kill (9th Level Enchantment)

With a name as intimidating as Power Word: Kill, it's no surprise that this spell makes the list. The name says it all: the caster says a word, and a target dies instantly, making combat almost too easy. The only parameter is that the target must be at 100 hit points or lower to instantly die.

While some might get zealous and attempt this spell right off the bat, a smarter plan is to wait a few rounds, ensuring a foe is within the correct hit point threshold. Essentially, this spell is a way for a player to spare themselves and their party from unnecessary bloodshed, instantly ending combat and without wasted spell slots or hit points.

NEXT: Final Fantasy 7: What D&D Class Would Each Character Be?

Read 110 times
Login to post comments