While Warlocks have fewer available spell slots than classes like Wizards and Sorcerers they offer many unique abilities and utility that sets them apart from other classes in the game. So today, we’re going to examine the Warlock spell list and see which Warlock spells can be the most useful over the course of a campaign.
Note: While many of the higher level Warlock spells may have higher damage output than entries on this list, we are factoring in spell availability. This means including lower-level spells that can potentially help a character for a large portion of a campaign and are useful for a larger period of time.
As the name would suggest, this second-level spell is able to create magical darkness that can’t be seen through by a creature with dark vision.
Due to their access to the Devil’s Sight Eldritch Invocation that allows a Warlock to see normally through magical darkness, Warlcoks who decide to take this particular Invocation can make the effects of Darkness much more one-sided.
Versatile and useful both in and out of combat, Invisibility is a superb second-level spell. Turning a creature invisible for up to an hour, the affected creature remains invisible until they either attack or cast a spell.
Regardless, this spell is great for hiding, staying out of combat, or scouting out an area undetected.
Armor Of Agathys
Armor of Agathys is a stellar defensive spell that is exclusive to Warlocks and as a level-one spell, is available from the word go. Providing five temporary HP, if a creature attacks said warlock while this spell is active, that creature is dealt 5 cold damage.
One thing that makes this spell so useful is that it scales well as a Warlock levels up, as for every spell level above one it is cast as, both the temporary HP and the cold damage dealt each increase by 5.
This means that every time a Warlock with an active level-five Armor of Agathys is hit by a melee attack, the attack immediately sustains 25 cold damage.
Summoning spells in D&D can be quite useful as they provide an additional ally in combat, and the third-level spell, Summon Undead is no exception.
Allowing its caster to summon one of three types of undead, all three of these undead types come with several condition immunities, two types of damage immunities, and the ability to attack multiple times.
As the undead that is summoned takes its turn immediately after the creature that summoned it, following all of its commands, this spell is a great way to help win the numbers game and improve one’s action economy.
Hunger Of Hadar
Exclusively available to Warlocks, Hunger of Hadar is a third-level conjuration spell that can create an AOE that can make all creatures caught in its radius quite miserable.
A pitch-black sphere that is treated as difficult terrain, all creatures within this area are blinded, taking 2d6 cold damage at the beginning of a turn they start in this area and 2d6 acid damage at the end of a turn they end in the area.
As this area of effect causes difficult terrain, it also halves a creature’s movement speed, meaning that leaving Hunger of Hadar’s area of effect can be an ordeal for a foe.
Simple and elegant in its design, Fly is a third-level spell that allows its target to gain a flying speed of 60 feet for its duration.
As a concentration spell that can be held for up to ten minutes, there’s a lot that players can do with the ability to fly for that long. Additionally, when cast at higher levels, this spell is able to target additional creatures, temporarily making one’s party much more mobile as they gain the ability to fly.
A second-level conjuration spell, Misty Step is among the best mobility spells available at early levels.
A teleportation spell that can be cast as a bonus action, Misty Step allows its caster to teleport up to thirty feet. Not only can this allow them to reach areas that a caster may not have been able to, but it can allow a character to immediately escape a grapple or restraints.
Like Armor of Agathys, Hex is a first-level spell that is exclusive to Warlocks. Capable of being cast as a bonus action, Hex bestows a curse on a creature.
Whenever that creature is dealt damage by the Warlock, they suffer an additional d6 of necrotic damage. While one d6 may not seem like a lot, it can really add up over time, and its bonus action speed allows it to be cast with ease.
Dispell Magic and Counterspell
Dispell Magic and Counterspell are each incredible spells in their own right, allowing a player to defensively deal with an enemy’s spells. While these spells are in fact different in their application, they are similar enough that giving them each their own spot on this list would be redundant.
While Counterspell can be cast as a reaction, preventing a spell as its cast, Dispell Magic can be used to end the magical effect of a spell that has already been cast.
Exclusive to Warlocks, Eldritch blast is easily one of the strongest cantrips in all of D&D. With an extraordinary 120-foot range, this spell deals 1d10 and can be used as frequently as one wishes.
What really puts this spell over the edge is that it improves drastically with time, dealing additional d10 as a warlock levels up. As if that isn’t good enough, This spell can be augmented via Eldritch Invocations, improving its damage output even further and providing it with additional effects such as reducing a target’s speed.
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Staff Writer, Paul DiSalvo is a writer, comic creator, animation lover, and game design enthusiast currently residing in Boston, Massachusetts. He has studied creative writing at The New Hampshire Institute of Art and Otis College of Art and Design, and currently writes for CBR, ScreenRant, GameRant, and TheGamer. In addition to writing, he directs and produces the podcast, “How Ya Dyin’?”
He enjoys collecting comics, records, and wins in Samurai Shodown.
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