Warlock Spell List 5e
Complete guide to all Warlock spells in D&D 5th Edition. From cantrips to 9th-level Mystic Arcanum — with casting details, pact magic rules, and expert recommendations.
Warlock Spells Overview
The Warlock is one of the most unique spellcasters in Dungeons & Dragons 5th Edition. Unlike Wizards who study ancient tomes or Clerics who channel divine power, Warlocks gain their magical abilities through a pact with a powerful otherworldly patron — an archfey, fiend, celestial, or even an ancient entity from beyond the stars. This pact grants them access to a carefully curated spell list that combines dark magic, mind-altering enchantments, and reality-bending powers.
What truly sets Warlocks apart is their Pact Magic spellcasting system. Rather than having multiple spell slots of varying levels like other casters, Warlocks have a small number of spell slots that are always cast at the highest level available to them, and these slots regenerate after a short rest. This means a 9th-level Warlock casts all their spells as 5th-level spells — even 1st-level spells like Hex become incredibly potent when upcast. This system rewards strategic spell selection and efficient resource management.
🔮 Warlock Pact Magic — Quick Reference
Spellcasting Ability: Charisma
Spell Save DC: 8 + Proficiency Bonus + Charisma Modifier
Spell Attack Modifier: Proficiency Bonus + Charisma Modifier
Spells Known: Starts with 2 cantrips + 2 spells at level 1, learns up to 15 spells total by level 20
Spell Slots: Regenerate on a short rest (or long rest). All slots are the same level.
Mystic Arcanum: At levels 11, 13, 15, and 17, Warlocks learn one 6th, 7th, 8th, and 9th level spell respectively, usable once per long rest without expending a spell slot.
Warlock Spell Slot Progression
| Warlock Level | Spell Slots | Slot Level | Spells Known | Cantrips Known | Invocations Known |
|---|---|---|---|---|---|
| 1st | 1 | 1st | 2 | 2 | - |
| 2nd | 2 | 1st | 3 | 2 | 2 |
| 3rd | 2 | 2nd | 4 | 2 | 2 |
| 4th | 2 | 2nd | 5 | 3 | 2 |
| 5th | 2 | 3rd | 6 | 3 | 3 |
| 6th | 2 | 3rd | 7 | 3 | 3 |
| 7th | 2 | 4th | 8 | 3 | 4 |
| 8th | 2 | 4th | 9 | 3 | 4 |
| 9th | 2 | 5th | 10 | 3 | 5 |
| 10th | 2 | 5th | 10 | 4 | 5 |
| 11th | 3 | 5th | 11 + 1 Mystic Arcanum (6th) | 4 | 5 |
| 13th | 3 | 5th | 12 + 1 Mystic Arcanum (7th) | 4 | 6 |
| 15th | 3 | 5th | 13 + 1 Mystic Arcanum (8th) | 4 | 7 |
| 17th | 4 | 5th | 14 + 1 Mystic Arcanum (9th) | 4 | 7 |
| 20th | 4 | 5th | 15 + 4 Mystic Arcanum | 4 | 8 |
✨ Warlock Cantrips (0-Level Spells)
Cantrips are the bread and butter of any Warlock's arsenal. These spells can be cast at will without expending spell slots, making them your go-to option for consistent damage and utility throughout the adventuring day. Warlocks have access to some of the most powerful cantrips in the game, most notably Eldritch Blast — widely considered the best damage cantrip in D&D 5e.
With the right Eldritch Invocations (like Agonizing Blast and Repelling Blast), Eldritch Blast transforms from a simple damage cantrip into a battlefield control monster that rivals many leveled spells. At high levels, firing multiple beams that each add Charisma modifier to damage and push enemies back makes Warlocks formidable ranged combatants.
Complete Warlock Cantrip List
The signature Warlock cantrip. Fires a beam of crackling energy at a creature within 120 feet. Make a ranged spell attack, dealing 1d10 force damage on a hit. At higher levels, the spell creates additional beams: 2 beams at 5th level, 3 at 11th, and 4 at 17th. Each beam can target the same or different creatures. Force damage is the least-resisted damage type in the game.
Create a sound or an image of an object within 30 feet for 1 minute. The illusion cannot produce light, sound, or any sensory effect beyond visual for objects. Incredibly versatile for roleplay, distraction, and creative problem-solving.
Summon a spectral, floating hand within 30 feet for 1 minute. The hand can manipulate objects, open unlocked doors, retrieve items, and pour potions. Essential utility that every Warlock should consider.
The ultimate utility cantrip. Create minor sensory effects, light/snuff candles, clean/soil objects, chill/warm/flavor items, or create small trinkets. Perfect for roleplay and creative solutions.
Create a ghostly skeletal hand to assail a target within 120 feet. Deals 1d8 necrotic damage. The target cannot regain hit points until the start of your next turn. Undead targets also have disadvantage on attack rolls against you. Excellent anti-healing and anti-undead tool.
Target must make a Wisdom save or take 1d8 necrotic damage — or 1d12 if they're already missing any hit points. One of the highest-damage cantrips, especially against wounded enemies.
Gain advantage on Charisma checks against one non-hostile creature for 1 minute. After the spell ends, the target becomes hostile. Use carefully — this is not a "free charm" but a tactical tool for brief social encounters.
Gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks until the end of your next turn. Useful for Hexblade Warlocks in melee, but takes your entire action.
Point at a target and gain advantage on your first attack roll against it on your next turn. Generally considered weak — you're usually better off attacking twice.
Make a melee weapon attack. On hit, the target is sheathed in booming energy and takes 1d8 thunder damage if it willingly moves before your next turn. Scales at 5th, 11th, and 17th levels. Essential for Hexblade Warlocks.
Make a melee weapon attack. On hit, green fire leaps to a second creature within 5 feet, dealing fire damage equal to your spellcasting modifier. Excellent for melee Warlocks facing clustered enemies.
Create a lash of lightning that pulls a target within 15 feet up to 10 feet toward you, then deals 1d8 lightning damage if it ends within 5 feet. Great for pulling enemies into melee range or off ledges.
Target makes an Intelligence save or takes 1d6 psychic damage and subtracts 1d4 from its next saving throw before the end of your next turn. Devastating combo setup for your party's heavy-hitting save spells.
Create a bonfire in a 5-foot cube within 60 feet. Creatures in the space must make a Dexterity save or take 1d8 fire damage, and continue taking damage if they remain in the area. Great for area denial.
Target makes a Constitution save or takes 1d6 cold damage and has disadvantage on its next weapon attack roll before the end of its next turn. Situational but effective against heavy-hitting melee enemies.
Summon a swarm of parasitic insects on a target within 30 feet. Target makes a Constitution save or takes 1d6 poison damage and moves 5 feet in a random direction. Chaotic but flavorful.
Enchant up to 3 pebbles. You or anyone you give them to can throw them as a ranged spell attack dealing 1d6 + Charisma modifier bludgeoning damage. Unique for enabling allies without good ranged options.
Create a momentary circle of spectral blades that sweep around you. All creatures within 5 feet must make a Dexterity save or take 1d6 force damage. Good for melee Warlocks when surrounded.
Create a burst of thunderous sound audible up to 100 feet away. Creatures within 5 feet must make a Constitution save or take 1d6 thunder damage. Loud — not stealthy at all.
⭐ 1st Level Warlock Spells
At 1st level, Warlocks gain access to some incredibly potent spells that scale beautifully with their Pact Magic slots. Since Warlock slots automatically upcast, many 1st-level spells remain viable throughout your entire career. Hex is the most iconic Warlock spell at this tier — a bonus action curse that adds damage to every attack and imposes disadvantage on ability checks.
Best 1st Level Warlock Spells
The quintessential Warlock spell. Place a curse on a creature within 90 feet as a bonus action. The target takes an extra 1d6 necrotic damage whenever you hit it with an attack, and it has disadvantage on ability checks of one chosen ability. If the target drops to 0 HP, you can move the curse to a new creature on a subsequent turn as a bonus action. Duration scales with slot level: 1 hour at 1st, 8 hours at 3rd+, 24 hours at 5th+. Combined with Eldritch Blast and Agonizing Blast, this is your bread-and-butter damage combo.
Gain 5 temporary hit points + 5 per spell slot level above 1st. While you have these temporary hit points, any creature that hits you with a melee attack takes 5 cold damage (also scaling with slot level). Extraordinary for melee Warlocks — at 5th level, this is 25 temp HP and 25 cold damage retaliation per hit.
When you take damage from a creature within 60 feet, use your reaction to envelop it in hellish flames. It must make a Dexterity save or take 2d10 fire damage (increasing by 1d10 per slot level above 1st). Half damage on a successful save. Excellent action economy — damage on enemy turns.
Invoke spectral tendrils of dark energy from your body. All creatures within 10 feet must make a Strength save or take 2d6 necrotic damage and be unable to take reactions until their next turn. Great escape tool when surrounded.
Charm a humanoid target for 1 hour. The charmed creature regards you as a friendly acquaintance. When the spell ends, the target knows it was charmed. Scales to target additional creatures with higher slots. High risk, high reward social spell.
Understand the literal meaning of any spoken or written language for 1 hour. Does not let you speak or write the language. Warlocks can cast this as a ritual via the Book of Ancient Secrets invocation.
Use a bonus action to Dash for up to 10 minutes. Incredible mobility boost. Combined with the Dash action, you can triple your movement speed every turn.
Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead. They have disadvantage on attack rolls against the target, and the target can't be charmed, frightened, or possessed by them. Situationally game-changing.
Make a ranged spell attack against a creature. On hit, deal 1d12 lightning damage. On each of your turns, use your action to deal 1d12 automatically. If the target leaves the 30-foot range, the spell ends. Looks good on paper but the range limitation makes it awkward.
Summon an invisible, mindless, shapeless force that performs simple tasks at your command for 1 hour. Excellent for triggering traps, fetching items, or menial labor.
Target makes a Wisdom save or becomes frightened of you for 1 minute. It can repeat the save at the end of each of its turns. Upcasting targets additional creatures. Simple but effective control.
Complete 1st Level Warlock Spell Table
| Spell Name | School | Casting Time | Concentration | Ritual |
|---|---|---|---|---|
| Hex | Enchantment | 1 Bonus Action | ✅ | — |
| Armor of Agathys | Abjuration | 1 Action | — | — |
| Hellish Rebuke | Evocation | 1 Reaction | — | — |
| Arms of Hadar | Conjuration | 1 Action | — | — |
| Charm Person | Enchantment | 1 Action | — | — |
| Comprehend Languages | Divination | 1 Action | — | ✅ |
| Expeditious Retreat | Transmutation | 1 Bonus Action | ✅ | — |
| Protection from Evil and Good | Abjuration | 1 Action | ✅ | — |
| Witch Bolt | Evocation | 1 Action | ✅ | — |
| Unseen Servant | Conjuration | 1 Action | — | ✅ |
| Cause Fear | Necromancy | 1 Action | ✅ | — |
| Distort Value | Illusion | 1 Action | — | — |
| Illusory Script | Illusion | 1 Minute | — | ✅ |
🌟 2nd Level Warlock Spells
At 3rd level, Warlocks unlock 2nd-level spells and gain their second spell slot. This tier introduces powerful control options and the iconic Darkness + Devil's Sight combo that defines many Warlock builds.
Top 2nd Level Warlock Spells
Create a 15-foot-radius sphere of magical darkness that even darkvision can't penetrate. Combined with the Devil's Sight Eldritch Invocation, you can see through it while enemies are blinded — giving you advantage on all attacks and enemies disadvantage against you. One of the most infamous Warlock combos in 5e.
Bonus action teleport up to 30 feet. One of the best escape and repositioning tools in the game. No concentration, low cost, incredibly versatile. A must-have for any Warlock who values mobility.
Create a sudden loud ringing noise in a 10-foot radius sphere within 60 feet. Creatures take 3d8 thunder damage (Constitution save for half) and constructs/objects have disadvantage. Scales by +1d8 per level. Reliable AoE damage.
Paralyze a humanoid target. They make a Wisdom save at the end of each turn. While paralyzed, attacks from within 5 feet are automatic critical hits. Upcasting targets additional humanoids. Devastating against humanoid bosses.
Create 3 illusory duplicates. When targeted by an attack, roll a d20 — on a 6+, the attack hits a duplicate instead. No concentration required, making it an excellent defensive layer that doesn't compete with Hex.
Suggest a reasonable-sounding course of activity (1-2 sentences) to a target within 30 feet. On a failed Wisdom save, they pursue the course for up to 8 hours. Incredibly powerful social spell limited only by your creativity.
Turn a creature invisible for 1 hour. The spell ends if the target attacks or casts a spell. Upcasting targets additional creatures. Fantastic for scouting and infiltration.
Grant a creature the ability to walk on walls and ceilings for 1 hour. No Concentration at higher levels with the right invocation. Transform battlefield positioning.
Fill a 5-foot cube with spinning daggers. Creatures in the area or entering it take 4d4 slashing damage — no save. Upcasting adds +2d4 per level. Guaranteed damage is excellent for blocking doorways or punishing grappled enemies.
Captivate creatures within 60 feet. Targets have disadvantage on Perception checks to notice anyone other than you. Great for creating distractions while your party sneaks past.
💫 3rd Level Warlock Spells
At 5th level, Warlocks unlock their most powerful regular spells. These will be your workhorse spells cast at 5th level once you reach 9th level.
| Spell Name | School | Effect | Notable |
|---|---|---|---|
| Fireball | Evocation | 8d6 fire damage, 20ft radius | ⭐ Fiend patron only — best AoE |
| Counterspell | Abjuration | Reaction — cancel an enemy spell | ⭐ Auto-counters at high slot levels |
| Fly | Transmutation | Give 60ft fly speed for 10 min | Upcast for more targets |
| Hunger of Hadar | Conjuration | 20ft radius dark void, 2d6 cold + 2d6 acid | Blinds creatures inside (even darkvision) |
| Hypnotic Pattern | Illusion | 30ft cube, Wisdom save or incapacitated | Encounter-ending control |
| Fear | Illusion | 30ft cone, Wisdom save or frightened + dash away | Drops weapons and runs |
| Dispel Magic | Abjuration | End magical effects | Auto-dispel at 3rd+ level |
| Gaseous Form | Transmutation | Become a cloud with 10ft fly speed | Bypass doors, cracks, hazards |
| Major Image | Illusion | 20ft cube illusion with sound, smell, temperature | Incredible creative potential |
| Summon Lesser Demons | Conjuration | Summon 8 demons of CR 1/4 or less | Unpredictable but potentially devastating |
| Vampiric Touch | Necromancy | 3d6 necrotic on melee spell attack, heal half | Sustainable melee damage |
| Remove Curse | Abjuration | End curses on a creature or object | Essential utility |
| Tongues | Divination | Understand and speak any language for 1hr | Diplomatic powerhouse |
| Magic Circle | Abjuration | 1hr protection circle vs specific creature type | Ritual-capable |
| Summon Fey | Conjuration | Summon a fey spirit ally for 1hr | Versatile summon |
| Summon Shadowspawn | Conjuration | Summon a shadow spirit for 1hr | Great control option |
| Summon Undead | Necromancy | Summon an undead spirit for 1hr | Flexible summon options |
🔥 4th Level Warlock Spells
| Spell Name | School | Effect | Notable |
|---|---|---|---|
| Banishment | Abjuration | Send creature to another plane for 1min | ⭐ Can permanently banish extraplanar creatures |
| Dimension Door | Conjuration | Teleport 500ft with one willing passenger | Ultimate escape/reposition tool |
| Sickening Radiance | Evocation | 30ft radius, 4d10 radiant + exhaustion levels | Devastating in enclosed areas |
| Shadow of Moil | Necromancy | Heavily obscured, deal 2d8 necrotic when hit | ⭐ Superior version of Darkness combo |
| Summon Aberration | Conjuration | Summon an aberration for 1hr | Flexible combat ally |
| Summon Greater Demon | Conjuration | Summon a demon up to CR 5 | Risk: demon may break free |
| Hallucinatory Terrain | Illusion | Make terrain look like something else for 24hr | Massive illusion area |
| Charm Monster | Enchantment | Charm any creature (not just humanoid) | Broad social control |
| Blight | Necromancy | 8d8 necrotic damage (Con save half) | Devastating to plants |
| Elemental Bane | Transmutation | Remove resistance & add 2d6 extra damage of chosen element | Great for breaking resistances |
| Galder's Speedy Courier | Conjuration | Summon an air elemental to deliver an item | Reliable long-distance delivery |
⚡ 5th Level Warlock Spells
| Spell Name | School | Effect | Notable |
|---|---|---|---|
| Synaptic Static | Enchantment | 8d6 psychic damage + minus 1d6 on attacks/checks | ⭐ Top-tier damage + debuff combination |
| Hold Monster | Enchantment | Paralyze any creature (not just humanoid) | Boss-killer spell |
| Scrying | Divination | Spy on a creature anywhere on same plane | Incredible information gathering |
| Far Step | Conjuration | Bonus action teleport 60ft every turn for 1min | Ultimate mobility in combat |
| Wall of Light | Evocation | Wall of light dealing 4d8 radiant per round | Area denial + blind enemies |
| Danse Macabre | Necromancy | Animate up to 5 corpses as temporary minions | Instant undead army |
| Enervation | Necromancy | 4d8 necrotic per round, heal half damage | Sustainable damage + healing |
| Negative Energy Flood | Necromancy | 5d12 necrotic damage, creates zombie if kills humanoid | Permanent minion on kill |
| Dream | Illusion | Enter a creature's dreams, deliver messages or nightmares | Long-range communication + damage |
| Infernal Calling | Conjuration | Summon a devil up to CR 6 | Requires negotiation/persuasion |
| Mislead | Illusion | Become invisible while a duplicate of you acts out | Perfect escape/decoy spell |
| Contact Other Plane | Divination | Ask an extraplanar entity 5 questions | Risk of insanity (DC 15 Int save) |
| Planar Binding | Abjuration | Bind an extraplanar creature for up to 24hr | Extremely powerful with summons |
| Teleportation Circle | Conjuration | Create a teleportation circle linking two locations | Permanent with 1 year of daily casting |
🌌 Mystic Arcanum — 6th to 9th Level Spells
Starting at 11th level, Warlocks gain access to Mystic Arcanum — powerful high-level spells that don't use spell slots and can each be cast once per long rest. These represent the ultimate expression of your patron's power and are chosen permanently (though some DMs allow swapping on level-up).
6th Level Mystic Arcanum Options
| Spell | Effect | Best For |
|---|---|---|
| Mass Suggestion | Enchant up to 12 creatures for 24 hours | ⭐ Social control masterpiece |
| Soul Cage | Steal a dying creature's soul for various benefits | Interrogation, healing, scrying |
| Scatter | Teleport up to 5 creatures 120 feet instantly | Battlefield rearrangement |
| Arcane Gate | Create two linked portals for 10 minutes | Party-wide mobility |
| Eyebite | Use your action each turn to apply different gaze effects | Sustained control in long fights |
| Create Undead | Create 3 ghouls from corpses | Permanent minion army |
| Summon Fiend | Summon a powerful fiend (devil, demon, or yugoloth) | Combat powerhouse ally |
| Flesh to Stone | Restrained → Petrified on 3 failed saves | Permanent removal on failure |
| Mental Prison | 5d10 psychic damage + restrained in illusory prison | Single-target lockdown + damage |
7th Level Mystic Arcanum Options
| Spell | Effect | Best For |
|---|---|---|
| Forcecage | Impenetrable cage (no save) traps creature for 1hr | ⭐ No-save, no-concentration prison |
| Plane Shift | Transport to another plane or banish a creature | Ultimate travel / single-target banish |
| Finger of Death | 7d8+30 necrotic damage; kills = permanent zombie | Building a zombie army over time |
| Etherealness | Enter the Ethereal Plane and travel through solid objects | Perfect infiltration |
| Crown of Stars | 7 star-like motes; use bonus action to shoot 4d12 radiant | Sustained bonus action damage |
| Power Word: Pain | Target with ≤100 HP: disadvantage on everything, no reactions | Crippling debuff with no save |
| Dream of the Blue Veil | Travel to another D&D world/setting entirely | Multiverse-hopping adventure |
8th Level Mystic Arcanum Options
| Spell | Effect | Best For |
|---|---|---|
| Demiplane | Create your own permanent demiplane room | ⭐ Ultimate secret base |
| Dominate Monster | Take total control of any creature for 1hr | Turn the boss against its allies |
| Feeblemind | Reduce Intelligence and Charisma to 1 | Destroy enemy spellcasters |
| Glibness | Charisma checks become 15 minimum + no magical truth detection | Perfect for social Warlocks |
| Maddening Darkness | 60ft radius darkness, 8d8 psychic per round | Massive area denial |
| Power Word: Stun | Target with ≤150 HP is stunned (no save) | Guaranteed stun lock |
9th Level Mystic Arcanum Options
| Spell | Effect | Best For |
|---|---|---|
| Foresight | 8hr: advantage on everything + enemies disadvantage vs you | ⭐ The ultimate buff |
| True Polymorph | Transform a creature into anything permanently | Incredible versatility |
| Imprisonment | Permanently imprison a creature (various methods) | End a campaign threat forever |
| Psychic Scream | Multiple targets: 14d6 psychic, INT save or stunned + head explodes | Massive damage + stun + explode |
| Astral Projection | Project yourself and party into the Astral Plane | Interplanar travel |
| Blade of Disaster | Create a blade that attacks twice per turn for 4d12 force | Sustained bonus action DPS |
| Gate | Open a portal to another plane and pull a creature through | Summon anything from anywhere |
| Power Word: Kill | Target with ≤100 HP dies instantly (no save) | Absolute finisher |
| Weird | 30ft radius, 4d10 psychic per round, frightened | Better options exist usually |
📋 Pact Boon Expanded Spell Lists
Each Warlock patron grants access to expanded spells that are added to your Warlock spell list (though you still must learn them normally). Your patron choice dramatically shapes your available magic.
👹 The Fiend
Theme: Fire, destruction, dark power
Key Spells: Burning Hands, Command, Scorching Ray, Fireball, Wall of Fire, Flame Strike
Best blaster patron. Fireball on a Warlock is devastating.
🧚 The Archfey
Theme: Enchantment, illusion, nature
Key Spells: Faerie Fire, Sleep, Phantasmal Force, Blink, Greater Invisibility, Seeming
Trickster and controller. Phantasmal Force is underrated gold.
🐙 The Great Old One
Theme: Mind control, psychic power, cosmic horror
Key Spells: Dissonant Whispers, Tasha's Hideous Laughter, Detect Thoughts, Clairvoyance, Dominate Person, Telekinesis
Mental manipulation master. Telepathy at level 1.
⚔️ The Hexblade
Theme: Melee combat, curses, shadow magic
Key Spells: Shield, Wrathful Smite, Blur, Elemental Weapon, Phantasmal Killer, Cone of Cold
Shield spell on a Warlock is incredibly powerful.
✨ The Celestial
Theme: Light, healing, radiant damage
Key Spells: Cure Wounds, Guiding Bolt, Flaming Sphere, Revivify, Guardian of Faith, Greater Restoration
Only Warlock with healing spells. Party support option.
🧞 The Genie
Theme: Elemental power, wishes, containment
Key Spells: Varies by element. Fire: Burning Hands, Scorching Ray, Fireball. Cold: Armor of Agathys, Ice Storm, Cone of Cold.
Elemental specialist. Bottled Respite is incredible utility.
💀 The Undead
Theme: Necromancy, fear, death
Key Spells: Bane, False Life, Blindness/Deafness, Phantasmal Killer, Speak with Dead, Antilife Shell
Fear-based control. Form of Dread is a powerful combat buff.
🌊 The Fathomless
Theme: Water, tentacles, oceanic power
Key Spells: Create or Destroy Water, Thunderwave, Gust of Wind, Lightning Bolt, Control Water, Bigby's Hand
Unique aquatic theme. Tentacle bonus action is free damage.
💡 Expert Tips for Warlock Spell Selection
- Always take Eldritch Blast + Agonizing Blast. This single combo gives you at-will damage comparable to a Fighter with a heavy crossbow, and it scales without using spell slots.
- Prioritize spells that scale well. Since all your spell slots are the same level, spells like Hex (duration), Armor of Agathys (temp HP + damage), and Hold Person (more targets) gain massive value.
- Take at least one defensive spell. Mirror Image or Armor of Agathys can keep your d8 hit die alive when enemies close in.
- Concentration is precious. You only get one concentration spell at a time. Hex is your default, but know when to drop it for bigger control spells like Hypnotic Pattern.
- Short rests are your best friend. Advocate for them. Two short rests per day triples your spell output. Without short rests, you're a half-baked archer.
- Ritual casting via Book of Ancient Secrets transforms the Warlock into a utility powerhouse. Detect Magic, Identify, Find Familiar, Leomund's Tiny Hut — all without spending a single spell slot.
- Don't sleep on Mystic Arcanum choices. You can't change these easily. Research and plan your 6th-9th level picks in advance based on your campaign.
❓ Frequently Asked Questions
❓ How many spell slots does a 5th level Warlock have?
2 spell slots, both cast at 3rd level. These regenerate on a short rest. With 2 short rests per day, that's 6 total spell slots — competing well with full casters.
❓ Can Warlocks learn spells from scrolls?
No. Unlike Wizards, Warlocks cannot copy spells from scrolls into a spellbook. They learn spells only when gaining a level (swapping one spell per level-up) or through specific invocations.
❓ Can Warlocks ritual cast?
Only if they take the Book of Ancient Secrets Eldritch Invocation at 3rd level with Pact of the Tome. This is the single best invocation for utility and highly recommended.
❓ Does Hex affect saving throws?
No. Hex only gives disadvantage on ability checks, not saving throws or attack rolls. This is a common misconception. Hex is for boosting damage and for grappling/shoving/stealth contests.
❓ Can I change my Mystic Arcanum spells?
By RAW (Rules as Written), no — Mystic Arcanum choices are permanent. However, many DMs allow swapping them when you gain a level, similar to regular spells. Always check with your DM.
❓ Do Warlocks need a spellcasting focus?
Warlocks can use an arcane focus (orb, crystal, rod, wand, or staff) as a spellcasting focus, replacing non-costly material components. Hexblades can also use their pact weapon as a focus with the Improved Pact Weapon invocation.
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