D&D 5e Warlock Spell List - Complete Guide with All Spells
📜 D&D 5e Spell Guide

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 LevelSpell SlotsSlot LevelSpells KnownCantrips KnownInvocations Known
1st11st22-
2nd21st322
3rd22nd422
4th22nd532
5th23rd633
6th23rd733
7th24th834
8th24th934
9th25th1035
10th25th1045
11th35th11 + 1 Mystic Arcanum (6th)45
13th35th12 + 1 Mystic Arcanum (7th)46
15th35th13 + 1 Mystic Arcanum (8th)47
17th45th14 + 1 Mystic Arcanum (9th)47
20th45th15 + 4 Mystic Arcanum48
⚡ Key Insight: At 5th level, a Warlock with 2 spell slots can cast Fireball twice per short rest — potentially 6+ times per day! This makes Warlocks devastating in parties that take regular short rests. Always advocate for short rests in your party!

✨ 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

Eldritch Blast ⭐
Evocation

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.

🎯 Range: 120 ft ⚡ Casting: 1 Action 💥 Damage: 1d10 Force
Minor Illusion
Illusion

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.

🎯 Range: 30 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute
Mage Hand
Conjuration

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.

🎯 Range: 30 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute
Prestidigitation
Transmutation

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.

🎯 Range: 10 ft ⚡ Casting: 1 Action ⏱️ Duration: Up to 1 Hour
Chill Touch
Necromancy

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.

🎯 Range: 120 ft ⚡ Casting: 1 Action 💥 Damage: 1d8 Necrotic
Toll the Dead
Necromancy

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action 💥 Damage: 1d8/1d12 Necrotic
Friends
Enchantment

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.

🎯 Range: Self ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute (Concentration)
Blade Ward
Abjuration

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.

🎯 Range: Self ⚡ Casting: 1 Action ⏱️ Duration: 1 Round
True Strike
Divination

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.

🎯 Range: 30 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Round (Concentration)
Booming Blade
Evocation

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.

🎯 Range: 5 ft ⚡ Casting: 1 Action 💥 Damage: Weapon + Thunder
Green-Flame Blade
Evocation

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.

🎯 Range: 5 ft ⚡ Casting: 1 Action 💥 Damage: Weapon + Fire
Lightning Lure
Evocation

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.

🎯 Range: 15 ft ⚡ Casting: 1 Action 💥 Damage: 1d8 Lightning
Mind Sliver
Enchantment

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action 💥 Damage: 1d6 Psychic
Create Bonfire
Conjuration

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute (Concentration)
Frostbite
Evocation

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action 💥 Damage: 1d6 Cold
Infestation
Conjuration

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.

🎯 Range: 30 ft ⚡ Casting: 1 Action 💥 Damage: 1d6 Poison
Magic Stone
Transmutation

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.

🎯 Range: Touch ⚡ Casting: 1 Bonus Action ⏱️ Duration: 1 Minute
Sword Burst
Conjuration

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.

🎯 Range: Self (5 ft radius) ⚡ Casting: 1 Action 💥 Damage: 1d6 Force
Thunderclap
Evocation

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.

🎯 Range: Self (5 ft radius) ⚡ Casting: 1 Action 💥 Damage: 1d6 Thunder

⭐ 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

Hex ⭐
Enchantment Concentration

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.

🎯 Range: 90 ft ⚡ Casting: 1 Bonus Action ⏱️ Duration: 1-24 Hours
Armor of Agathys
Abjuration

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.

🎯 Range: Self ⚡ Casting: 1 Action ⏱️ Duration: 1 Hour
Hellish Rebuke
Evocation

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.

🎯 Range: 60 ft ⚡ Casting: 1 Reaction 💥 Damage: 2d10 Fire
Arms of Hadar
Conjuration

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.

🎯 Range: Self (10 ft radius) ⚡ Casting: 1 Action 💥 Damage: 2d6 Necrotic
Charm Person
Enchantment

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.

🎯 Range: 30 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Hour
Comprehend Languages
Divination Ritual

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.

🎯 Range: Self ⚡ Casting: 1 Action/Ritual ⏱️ Duration: 1 Hour
Expeditious Retreat
Transmutation Concentration

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.

🎯 Range: Self ⚡ Casting: 1 Bonus Action ⏱️ Duration: 10 Minutes
Protection from Evil and Good
Abjuration Concentration

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.

🎯 Range: Touch ⚡ Casting: 1 Action ⏱️ Duration: 10 Minutes
Witch Bolt
Evocation Concentration

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.

🎯 Range: 30 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute
Unseen Servant
Conjuration Ritual

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action/Ritual ⏱️ Duration: 1 Hour
Cause Fear
Necromancy Concentration

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute

Complete 1st Level Warlock Spell Table

Spell NameSchoolCasting TimeConcentrationRitual
HexEnchantment1 Bonus Action
Armor of AgathysAbjuration1 Action
Hellish RebukeEvocation1 Reaction
Arms of HadarConjuration1 Action
Charm PersonEnchantment1 Action
Comprehend LanguagesDivination1 Action
Expeditious RetreatTransmutation1 Bonus Action
Protection from Evil and GoodAbjuration1 Action
Witch BoltEvocation1 Action
Unseen ServantConjuration1 Action
Cause FearNecromancy1 Action
Distort ValueIllusion1 Action
Illusory ScriptIllusion1 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

Darkness ⭐
Evocation Concentration

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action ⏱️ Duration: 10 Minutes
Misty Step
Conjuration

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.

🎯 Range: Self ⚡ Casting: 1 Bonus Action ⏱️ Duration: Instant
Shatter
Evocation

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action 💥 Damage: 3d8 Thunder
Hold Person
Enchantment Concentration

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute
Mirror Image
Illusion

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.

🎯 Range: Self ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute
Suggestion
Enchantment Concentration

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.

🎯 Range: 30 ft ⚡ Casting: 1 Action ⏱️ Duration: 8 Hours
Invisibility
Illusion Concentration

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.

🎯 Range: Touch ⚡ Casting: 1 Action ⏱️ Duration: 1 Hour
Spider Climb
Transmutation Concentration

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.

🎯 Range: Touch ⚡ Casting: 1 Action ⏱️ Duration: 1 Hour
Cloud of Daggers
Conjuration Concentration

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action 💥 Damage: 4d4 Slashing
Enthrall
Enchantment

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.

🎯 Range: 60 ft ⚡ Casting: 1 Action ⏱️ Duration: 1 Minute

💫 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 NameSchoolEffectNotable
FireballEvocation8d6 fire damage, 20ft radius⭐ Fiend patron only — best AoE
CounterspellAbjurationReaction — cancel an enemy spell⭐ Auto-counters at high slot levels
FlyTransmutationGive 60ft fly speed for 10 minUpcast for more targets
Hunger of HadarConjuration20ft radius dark void, 2d6 cold + 2d6 acidBlinds creatures inside (even darkvision)
Hypnotic PatternIllusion30ft cube, Wisdom save or incapacitatedEncounter-ending control
FearIllusion30ft cone, Wisdom save or frightened + dash awayDrops weapons and runs
Dispel MagicAbjurationEnd magical effectsAuto-dispel at 3rd+ level
Gaseous FormTransmutationBecome a cloud with 10ft fly speedBypass doors, cracks, hazards
Major ImageIllusion20ft cube illusion with sound, smell, temperatureIncredible creative potential
Summon Lesser DemonsConjurationSummon 8 demons of CR 1/4 or lessUnpredictable but potentially devastating
Vampiric TouchNecromancy3d6 necrotic on melee spell attack, heal halfSustainable melee damage
Remove CurseAbjurationEnd curses on a creature or objectEssential utility
TonguesDivinationUnderstand and speak any language for 1hrDiplomatic powerhouse
Magic CircleAbjuration1hr protection circle vs specific creature typeRitual-capable
Summon FeyConjurationSummon a fey spirit ally for 1hrVersatile summon
Summon ShadowspawnConjurationSummon a shadow spirit for 1hrGreat control option
Summon UndeadNecromancySummon an undead spirit for 1hrFlexible summon options

🔥 4th Level Warlock Spells

Spell NameSchoolEffectNotable
BanishmentAbjurationSend creature to another plane for 1min⭐ Can permanently banish extraplanar creatures
Dimension DoorConjurationTeleport 500ft with one willing passengerUltimate escape/reposition tool
Sickening RadianceEvocation30ft radius, 4d10 radiant + exhaustion levelsDevastating in enclosed areas
Shadow of MoilNecromancyHeavily obscured, deal 2d8 necrotic when hit⭐ Superior version of Darkness combo
Summon AberrationConjurationSummon an aberration for 1hrFlexible combat ally
Summon Greater DemonConjurationSummon a demon up to CR 5Risk: demon may break free
Hallucinatory TerrainIllusionMake terrain look like something else for 24hrMassive illusion area
Charm MonsterEnchantmentCharm any creature (not just humanoid)Broad social control
BlightNecromancy8d8 necrotic damage (Con save half)Devastating to plants
Elemental BaneTransmutationRemove resistance & add 2d6 extra damage of chosen elementGreat for breaking resistances
Galder's Speedy CourierConjurationSummon an air elemental to deliver an itemReliable long-distance delivery

⚡ 5th Level Warlock Spells

Spell NameSchoolEffectNotable
Synaptic StaticEnchantment8d6 psychic damage + minus 1d6 on attacks/checks⭐ Top-tier damage + debuff combination
Hold MonsterEnchantmentParalyze any creature (not just humanoid)Boss-killer spell
ScryingDivinationSpy on a creature anywhere on same planeIncredible information gathering
Far StepConjurationBonus action teleport 60ft every turn for 1minUltimate mobility in combat
Wall of LightEvocationWall of light dealing 4d8 radiant per roundArea denial + blind enemies
Danse MacabreNecromancyAnimate up to 5 corpses as temporary minionsInstant undead army
EnervationNecromancy4d8 necrotic per round, heal half damageSustainable damage + healing
Negative Energy FloodNecromancy5d12 necrotic damage, creates zombie if kills humanoidPermanent minion on kill
DreamIllusionEnter a creature's dreams, deliver messages or nightmaresLong-range communication + damage
Infernal CallingConjurationSummon a devil up to CR 6Requires negotiation/persuasion
MisleadIllusionBecome invisible while a duplicate of you acts outPerfect escape/decoy spell
Contact Other PlaneDivinationAsk an extraplanar entity 5 questionsRisk of insanity (DC 15 Int save)
Planar BindingAbjurationBind an extraplanar creature for up to 24hrExtremely powerful with summons
Teleportation CircleConjurationCreate a teleportation circle linking two locationsPermanent 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

SpellEffectBest For
Mass SuggestionEnchant up to 12 creatures for 24 hours⭐ Social control masterpiece
Soul CageSteal a dying creature's soul for various benefitsInterrogation, healing, scrying
ScatterTeleport up to 5 creatures 120 feet instantlyBattlefield rearrangement
Arcane GateCreate two linked portals for 10 minutesParty-wide mobility
EyebiteUse your action each turn to apply different gaze effectsSustained control in long fights
Create UndeadCreate 3 ghouls from corpsesPermanent minion army
Summon FiendSummon a powerful fiend (devil, demon, or yugoloth)Combat powerhouse ally
Flesh to StoneRestrained → Petrified on 3 failed savesPermanent removal on failure
Mental Prison5d10 psychic damage + restrained in illusory prisonSingle-target lockdown + damage

7th Level Mystic Arcanum Options

SpellEffectBest For
ForcecageImpenetrable cage (no save) traps creature for 1hr⭐ No-save, no-concentration prison
Plane ShiftTransport to another plane or banish a creatureUltimate travel / single-target banish
Finger of Death7d8+30 necrotic damage; kills = permanent zombieBuilding a zombie army over time
EtherealnessEnter the Ethereal Plane and travel through solid objectsPerfect infiltration
Crown of Stars7 star-like motes; use bonus action to shoot 4d12 radiantSustained bonus action damage
Power Word: PainTarget with ≤100 HP: disadvantage on everything, no reactionsCrippling debuff with no save
Dream of the Blue VeilTravel to another D&D world/setting entirelyMultiverse-hopping adventure

8th Level Mystic Arcanum Options

SpellEffectBest For
DemiplaneCreate your own permanent demiplane room⭐ Ultimate secret base
Dominate MonsterTake total control of any creature for 1hrTurn the boss against its allies
FeeblemindReduce Intelligence and Charisma to 1Destroy enemy spellcasters
GlibnessCharisma checks become 15 minimum + no magical truth detectionPerfect for social Warlocks
Maddening Darkness60ft radius darkness, 8d8 psychic per roundMassive area denial
Power Word: StunTarget with ≤150 HP is stunned (no save)Guaranteed stun lock

9th Level Mystic Arcanum Options

SpellEffectBest For
Foresight8hr: advantage on everything + enemies disadvantage vs you⭐ The ultimate buff
True PolymorphTransform a creature into anything permanentlyIncredible versatility
ImprisonmentPermanently imprison a creature (various methods)End a campaign threat forever
Psychic ScreamMultiple targets: 14d6 psychic, INT save or stunned + head explodesMassive damage + stun + explode
Astral ProjectionProject yourself and party into the Astral PlaneInterplanar travel
Blade of DisasterCreate a blade that attacks twice per turn for 4d12 forceSustained bonus action DPS
GateOpen a portal to another plane and pull a creature throughSummon anything from anywhere
Power Word: KillTarget with ≤100 HP dies instantly (no save)Absolute finisher
Weird30ft radius, 4d10 psychic per round, frightenedBetter 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

  1. 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.
  2. 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.
  3. Take at least one defensive spell. Mirror Image or Armor of Agathys can keep your d8 hit die alive when enemies close in.
  4. 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.
  5. 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.
  6. 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.
  7. 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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