Monday, 12 July 2021 13:59

Dungeons & Dragons 5e: Best Warlock Builds | Game Rant

Written by Glenn Carreau
Rate this item
(0 votes)
Warlocks are a sometimes underestimated class in Dungeons & Dragons, but done well, they can be devastating spellcasters in their own right.

Playing a spellcaster in Dungeons & Dragons is notoriously more difficult than any other class, especially for those new to the game as a whole. There are so many extra decisions that need to be made, even on a turn-by-turn basis in combat, because players have a giant list of spells to sort through in addition to all the character's other feats and abilities. However, of all the D&D spellcasting classes, Warlocks are probably the easiest to master.

RELATED: Dungeons & Dragons: Rules That Should Be Tweaked (And How To Do It)

Some players consider the Warlock's limited number of spell slots a liability, but they also don't have to deal with multiple spell slot levels or change spells on a daily basis. Warlocks can learn what is arguably the game's strongest cantrip and other weaknesses the class might normally have can be balanced out through a few specific choices during character creation. It's far easier than some might think to build a Warlock who could fill in the position normally occupied by a Wizard or Sorcerer.

The Warlock with a complementing background ensures the best Warlock build. The criminal and noble backgrounds could work as they offer charisma skills, or perhaps acolyte and sage for players who want their warlock to get extra knowledge skills. With that final decision made, players should have a Warlock ready to venture forth into any Dungeons & Dragons campaign with the best possible build.

Updated July 13, 2021, by Kristy Ambrose: The Warlock class has gone from being a fairly obscure and late addition to the game to becoming one of the most popular in D&D. This has a lot to do with the versatility of the class when it comes to game mechanics, party roles, and role-playing options, all of which come from your 5e Warlock build. Extra supplemental materials have widened the possibilities of playing a Warlock even more. RPGs are all about character customization, so we've added a few more ways to create the best Warlock build possible.

Sure, anybody could theoretically make a deal with an unknowable entity in exchange for power, but there are advantages to a few D&D races for 5e Warlock builds that the others don't have.

  • Tieflings. Bonuses to both Intelligence and Charisma make this an obvious choice for a variety of spellcasting classes. Other perks include increased fire resistance.
  • Aasimar. Found in Volo's Guide to Monsters, this race gets a +2 to their Charisma plus resistance to necrotic and radiant damage along with innate healing abilities.
  • Half-Elves. A classic race that's been in D&D since the 2nd edition, they get a +2 Charisma bonus and another +1 bonus to two other stats.
  • Variant Humans. Found in the sourcebook Eberron - Rising from the Last War, this is a highly customizable option where you can choose a +1 bonus for any two different ability scores.
  • Yuan-ti Pureblood. Generous Charisma bonus of +2. It should be noted that some Warlocks can be role-played as some variant on the Good alignment, but not the Yuan-ti Pureblood.

RELATED: Dungeons & Dragons 5e: Best Magic Items for Sorcerers

Every class is defined by their ability scores, and in the case of a Warlock, certain ones are essential when building the ideal character. The following are listed in order of importance for starting any basic Warlock build, and the first three are the most important.

  • Charisma, 16+Just like bards and sorcerers, warlocks are Charisma-based arcane spellcasters--which makes charisma a no-brainer to assign as the Warlock's primary and highest stat. To be considered "best build" material, a warlock's starting charisma score should be at least a 16, and higher if possible.
  • Dexterity, 14-16. Players should aim to set the Warlock's dexterity score between 14 and 16. Dexterity is especially critical for a melee warlock, but it should be highly valued for any build in this class.
  • Constitution, 14-16. Determines the Warlock's hit point numbers and therefore goes a long way towards building the character's power.
  • Intelligence. Nice for knowledge skills including arcana, but otherwise doesn't particularly empower the Warlock.
  • Wisdom. decent for saving throws, which are very common, but little else, unless you plan to multi-class into a Cleric.
  • Strength. The least important of all, this is your "dump stat" and even Hexblades don't get much use from it.

RELATED: Dungeons & Dragons 5e Best Artificer Builds

Warlock subclasses are characterized by pacts and the beings that power them, so each subclass reflects the characteristics and will of a different otherworldly being. The Warlock can make a deal with this being to obtain their powers, and that being's nature determines the benefits and risks of the subclass.

There are several otherworldly patrons to choose from, with some choices being more popular than others. The following list doesn't include all of the options possible or any homebrew possibilities, but if you have an idea don't hesitate to reach out to your Dungeon Master.

  • Source: D&D Player's Handbook
  • Role: Damage
  • Alignment: Evil, with some variation as to Lawful, Neutral, or Chaotic.
  • Primary Spells: Plenty of fire-based magic, starting with Burning Hands at Level 1.
  • Special Features: Abilities like Dark One's Blessing and Fiendish Resilience that give your Warlock extra hit points and improved resistance against certain kinds of damage.
  • Source: Sword Coast Adventurer's Guide
  • Role: Damage/Healing
  • Alignment: Good or Neutral, with some variation as to Lawful, Neutral, or Chaotic.
  • Primary Spells: 2nd Level spells with both martial and spellcasting advantages.
  • Special Features: Defy Death and the Among the Dead cantrip
  • Source: D&D Player's Handbook
  • Role: Damage
  • Alignment: Tends to Neutral or Evil due to its inherent deceptive nature.
  • Primary Spells: Any spells from the schools of Illusion, Deception, and Enchantment.
  • Special features: Misty Escape and Dark Delirium, along with an expanded spell list for various levels.
  • Source: Xanathar's Guide to Everything
  • Role: Healing/Damage
  • Alignment: Good, with some variation but usually Lawful.
  • Primary Spells: Healing Light and Celestial Resilience.
  • Special features: A good diety instead of an evil one is your Patron, making this class something like a Cleric.
  • Source: Xanathar's Guide to Everything
  • Role: Damage
  • Alignment: Player's choice
  • Primary Spells: 1st and 2nd level spells that grant extra armor proficiencies
  • Special features: A spellcaster that also does impressive melee weapon damage with improved AC and abilities like Hexblade's Curse.
  • Source: Tasha's Cauldron of Everything
  • Role: Damage
  • Alignment: Player's choice
  • Primary Spells: Depends on the type of Genie (Dao, Djinni, Efreeti, or Marid).
  • Special features: Genie's Vessel, which actually contains your patron.
  • Source: D&D Player's Handbook
  • Role: Damage
  • Alignment: Player's choice but often Chaotic.
  • Primary Spells: Early spells are a nice mix of damage, debuff, and crowd control.
  • Special features: Abilities such as Awakened Mind, which like Tongues combined with Telepathic Link.

RELATED: Dungeons & Dragons: Best Enchantment Spells In 5e

Every class has a few key skills and feats which suit them best, and the warlock is no exception. Since any D&D character with naturally high charisma is likely to be the party's face in social interactions, warlocks would do well to take on charisma-based skills.

  • Deception. Determines whether you can convincingly hide the truth, blends nicely with your high Charisma score.
  • Intimidation. Attempt to influence someone through overt threats, hostile actions, and physical violence. Also depends on Charisma.
  • Arcana. An ability to recall lore about spells, magic items, magical traditions, and more. Related to Intelligence.
  • Religion. Measures your ability to recall lore about deities, rites and prayers, and bits of other spiritual knowledge.
  • Investigation. look around for clues and make deductions based on those clues. Based on both Wisdom and Intelligence.

A Feat is an extra ability that your character is granted depending on the class, your DM, or the module you're playing. There are some that are ideal for Warlocks specifically and spellcasters in general.

  • War Caster. A must for Hexblades especially, as it gives Advantage to any concentration-based constitution saves.
  • Spell Sniper. Makes spells like Eldritch Blast, already an amazing cantrip, even more reliable.
  • Inspiring Leader. Backs up the Warlock's natural charisma skills. 
  • Elemental Adept. Adds even more 'fire' into the Warlock's firepower.
  • Alert. Allows the Warlock to lay down spells with effects before enemies have a chance to do anything.

NEXT: Dungeons & Dragons 5e: Best Magic Items for Bards

Read 332 times
Login to post comments