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.

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.

Updated on September 1st, 2021 by Rhenn Taguiam: Warlocks in Dungeons & Dragons serve as one of the most diverse Spellcasters in any campaign. Albeit not as resourceful as the Wizard nor as explosive as Sorcerers, Warlocks and their Patrons offer a swath of interesting features for any player to use. While they lack the straightforward versatility of a Wizard's more complicated Spell List, the Warlock has some of the most interesting Spells in any edition.

Aside from their ever-reliable Hex and Eldritch Blast, a Warlock can turn the tide of any battle with the right kinds of Spells in their repertoire. And with their quick resource generation capabilities, a Warlock can dish out Spells much faster than a Wizard and their trusty spellbook. What Spells are a must-have for Warlocks?

15/15 Mind Sliver (Enchantment Cantrip)

Mind Sliver

Courtesy of Tasha's Cauldron of Everything, Mind Sliver (Enchantment Cantrip) becomes a handy addition to any Warlock's arsenal of Cantrips. When cast, Mind Sliver sends a disorienting spike of psychic energy to one visible creature within 60 feet. That target needs to succeed on an Intelligence Save or suffer 1d6 Psychic Damage on top of a 1d4 penalty to its next Saving Throw.

Despite its low damage output, Mind Sliver can become a staple damaging Cantrip for Warlocks. Most creatures - especially melee fighters - usually have low Intelligence, making them very vulnerable against Mind Sliver. And with its Saving Throw penalty, Mind Sliver can help set up devastating combos from other party members.

14/15 Darkness (2nd Level Evocation)

Darkness

Warlocks tap into living darkness courtesy of the Darkness (2nd Level Evocation) Spell. When cast, magical darkness will fill a 15-foot radius sphere within 60 feet of them. Only nonmagical light can illuminate this area, and even darkvision can't see inside this region.

Given the overwhelming value of light and vision in D&D, Darkness easily becomes a great counter against Spellcasters who rely on sight. When cast upon an object, the 15-foot sphere of darkness will also move with the object until said object is covered. Likewise, Darkness can dispel any light-creating Spell provided the said Spell is 2nd-Level or lower.

13/15 Hunger Of Hadar (3rd Level Conjuration)

Hunger of Hadar

An angry-enough Warlock character can impose the same horrors they experience on an unfortunate victim. With Hunger of Hadar (3rd Level Conjuration), a Warlock opens a gateway to unknown horrors that manifests as a sphere with a 20-foot radius. For an entire minute, anyone within 30 feet of the sphere can hear slurps and maddening whispers. And the unfortunate souls left in the actual sphere remain blinded, with no light being able to illuminate the region.

The area affected by Hunger of Hadar immediately becomes difficult terrain. Moreover, creatures that start their turn in the sphere take 2d6 Cold Damage. Likewise, creatures ending their turn in the region need to succeed a Dexterity Save or take 2d6 Acid Damage. Warlocks in tight situations can rely on Hunger of Hadar as a means to stop enemy advancement.

12/15 Summon Undead (3rd Level Necromancy)

Pathfinder Wrath of the Righteous Summon Undead

A key Spell for any necromancer, a Warlock can rely on Summon Undead (3rd Level Necromancy) to call forth assistance from the undeath. When cast, the undead follower can appear Skeletal, Putrid, or Ghostly. Depending on the choice, that Undead can take on unique traits with unique effects. Being a companion to the Warlock, the undead summoned via Summon Undead becomes an extra ally to the Warlock and their companions.

Players stuck in a rut can rely on Summon Undead for extra firepower, especially due to its darkvision and condition immunities. Special properties of the undead can make it useful for scouting missions, fighting bosses, or even overcoming obstacles to objectives.

11/15 Dispel Magic (3rd-Level Abjuration)

Dispel Magic

Anyone who's ever played a Spellcaster knows how pesky a counterspell could be. And a well-timed Dispel Magic (3rd Level Abjuration) can easily become a lifesaver within any Warlock's arsenal. When cast, this defensive Spell will instantly interrupt and end a target Spell, provided it's 3rd Level or lower.

However, Dispel Magic has the opportunity to end higher-level Spells as well. The casting Warlock will simply need to make an Ability Check using their Spellcasting Ability against 10 + the Spell's Level. At higher-level Spell Slots, Dispel Magic can end Spells of the level equivalent to the Spell Slot used. With a high-enough modifier, Warlocks can dispel most Spells. And against higher-level Spellcasters in endgame campaigns, a Warlock can stop the Big Bad from wiping the entire party.

10/15 Eldritch Blast (Evocation Cantrip)

Dungeons and Dragons Eldritch Blast Warlock Casting Against Dragon Holding Staff

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.

9/15 Plane Shift (7th Level Conjuration)

Dungeons and Dragons Warlock Tiefling Casting Plane Shift In Fire

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.

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.

8/15 True Polymorph (9th Level Transmutation)

dungeons and dragons true polymorph transformed into multi-headed dragon in dungeon

Equal parts effective and entertaining, True Polymorph allows the caster to perform transformative magic. The spell's usefulness is divided into 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.

7/15 Counterspell (3rd Level Abjuration)

Dungeons and dragons male warlock casting counterspell

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.

6/15 Psychic Scream (9th Level Enchantment)

Dungeons and dragons warlock dark magic psychic scream

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.

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.

5/15 Finger Of Death (7th Level Necromancy)

dungeons and dragons skeletal warlock using finger of death spell on humanoid

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.

4/15 Maddening Darkness (8th Level Evocation)

Dungeons and dragons warlock casting maddening darkness with blue lighting

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.

3/15 Armor Of Agathys (1st Level Abjuration)

dungeons and dragons armor of agathys

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.

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.

2/15 Hex (1st Level Enchantment)

dungeons and dragons warlock casting hex on monster

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.

1/15 Power Word: Kill (9th Level Enchantment)

dungeons and dragons skeletal warlock necromancer holding tome casting power word kill

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 for 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.

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