Warlock Spells: Slots, Levels, and More!

Warlocks are powerful magic casters who are bound to a patron. As a warlock, you can see signs and portents from your patron that others may mistake for a formation of rocks, the caw of a crow, or a simple bowl of soup.

But because you are attuned to this other entity giving you power, you have tapped into something that is going to give you as much power as the work you put into it.

What is a warlock DND?

Wizards of the Coast, who publish all things related to Dungeons & Dragons, views this special wizard-like class as part of a pair. You play the one calling the shots, but there’s always your patron somewhere in the mix.

When creating a warlock, Wizards has some great suggestions for questions you could ask yourself:

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron?

 

  • Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god?

 

  • Did you search for your patron, or did your patron find and choose you?

 

  • Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

 

An interesting partnership

 

Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

  • What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic?

 

  • How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

 

  • How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

 

Do warlocks need components?

Oh yes. In addition to casting time, concentration, and having an action to spend, you need to make sure you have the ingredients needed to cast them!

Save yourself the embarrassment and try to never be without the ones you know you’ll need to do the damage necessary to win a fight.

Do Cantrips count as spells?

Yes, but they don’t require a spell slot! They are the magical equivalent of a good old fashioned knuckle sandwich. They may take an action (though some are just a bonus action).

How do warlock spells work? Can a warlock change spells?

Spells and spell slots are just straight up not the easiest thing to approach in D&D. Think of it like this: every day you get a gun. Depending on your race, class, and level, your gun has a certain number of chambers in it to hold that many bullets.

At first level, you might only be holding a peashooter with a single chamber. At larger levels, your gun has more chambers. Normally, your gun is like a swiss army gun; it doesn’t shoot just one kind of bullet.

Some of the chambres are larger than others and can hold bigger bullets, but they can also hold the bullets meant for smaller chambres. Every day you pick which bullets you have in your pocket (your “prepared spells”), ready to use in your gun.

When you go to fire your gun, you decide what bullet to put in what chamber, pull the trigger, and voila! Spell slot used.

The number of spells you know is like having a box full of different kinds of bullets you can pick from.

Normal spell casting / spell slots (non warlocks)

So normally, you grab a bullet (a spell), load it into a chamber (your spell slot), fire (cast the spell), and then your gun can’t use that chamber until you have a nice long rest.

Let’s say you wake up from your nice long rest and you weren’t super happy with how your gun performed in battle the day before. You look at your box of bullets (spells you know).

You decide to grab different bullets today (prepared spells). You have a pocket full of new bullets you can load up.Your gun has the same chambers as before, but now you have different options.

The bigger bullets (higher level spells) can only go in a chamber that is big enough for them! So a level 3 spell needs a level 3 spell slot.

But a smaller bullet can also go in the big chamber… so that level 3 spell slot can just as easily be used to cast a level 1 spell (but that’s kind of a waste of your limited number of larger chambers!).

This is how spells work in general; to understand just how cool you are as a warlock, read on!

Check out this handy table of what you can expect as you progress:

Warlock Levelling:

Level Proficiency Bonus Cantrips Known Spells Known Spell Slots Slot Level Invocations Known Features
1st 2 2 2 1 1st Otherworldly Patron, Pact Magic
2nd 2 2 3 2 1st 2 Eldritch Invocations
3rd 2 2 4 2 2nd 2 Pact Boon
4th 2 3 5 2 2nd 2 Ability Score Improvement
5th 3 3 6 2 3rd 3
6th 3 3 7 2 3rd 3 Otherworldly Patron feature
7th 3 3 8 2 4th 4
8th 3 3 9 2 4th 4 Ability Score Improvement
9th 4 3 10 2 5th 5
10th 4 4 10 2 5th 5 Otherworldly Patron feature
11th 4 4 11 3 5th 5 Mystic Arcanum (6th level)
12th 4 4 11 3 5th 6 Ability Score Improvement
13th 5 4 12 3 5th 6 Mystic Arcanum (7th level)
14th 5 4 12 3 5th 6 Otherworldly Patron feature
15th 5 4 13 3 5th 7 Mystic Arcanum (8th level)
16th 5 4 13 3 5th 7 Ability Score Improvement
17th 6 4 14 4 5th 7 Mystic Arcanum (9th level)
18th 6 4 14 4 5th 8
19th 6 4 15 4 5th 8 Ability Score Improvement
20th 6 4 15 4 5th 8 Eldritch Master

 

So let’s say you are a 3rd level warlock. Your racial abilities may enhance this; it’s just a look at warlock regardless of race. At 3rd level, you know 2 cantrips, which don’t take spell slots! Use them whenever! You know 4 spells.

That’s four kinds of bullets you have to pick for your gun. Your gun at 3rd level though, it’s not looking super hot… it only has 2 chambers (2 spell slots), and the size of the chambers only accommodates size 2 bullets (your spell slots are level 2).

So, while you may have 4 different kinds of bullets, you need to remember that you’re only going to be able to fire MAX 2 of them!

You can use your gun to fire both level one and level two bullets, but again, you only have two shots. Warlocks do not have to prepare which spells they have access to; you can load and fire any bullet, drawing on any of the spells you know at any time.

Here’s where you get to be the coolest: Warlock gun chambers are all the same size. That’s right: all their spells slots are the same level.

Instead of a swiss army gun like other classes, with all sorts of different sized chambers for different sized bullets, warlocksthey have fewer chambers but they are the largest they can possibly be. As a warlock, you are essentially holding a hand cannon.

After you level up to level 2, you are basically holding a double barrelled shotgun that can hold bigger and bigger bullets every time you level up, until you hit level 11 and your shotgun gets another chamber (feels far away, but it will be here before you know it!).

ONLY TWO SPELL SLOTS, ARE YOU KIDDING ME

Here’s where it gets good: Warlocks don’t need to prepare spells. AND you get your spell slots back after, not just a long rest, but after short rest. That right, an HOUR. Everyone else has to go down for a full 8 hours, but not you.

So while there are drawbacks to only two spell slots, warlocks can recharge faster then other casters.

Have a cup of tea, put your feet up, and then you are ready to jump into battle again, ez. This, combined with Eldritch Invocations (basically mini power ups that help you customise your warlock further), makes you more than capable to stand your own as a spell caster.

Warlock spellcasting: whatever you need is ready to go!

In the heat of battle, you can fumble around in your pocket of bullets, grab the round that you need in that moment, pop it in the chamber, and KAPOW. You are one of the most versatile and badass casters around because you name it, you always seem to have just what is needed.

Do warlocks get their spells back on short rest?

YES. Just to reiterate this huge, huge advantage. You get your spell slots back after a mere hour of taking it easy. The next time you need to fight, you will likely be ready, unless you need to wait for your party to catch up and recharge their slots.

Spam and more Spam

There are times when a rest is not possible and a warlock with only two spell slots seems to lack any true offensive capabilities without their greatest assets right?

Wrong.

Warlocks have access to a class-specific cantrip called Eldritch Spam Blast. This is arguably the strongest offensive cantrip in the game and if that is not enough to prompt a patron loving character from taking it, it only gets more powerful with certain eldritch invocations (the mini power ups mentioned above). This cantrip is a true terror weapon in the hands of a warlock.

Eldritch Blast takes 1 action. Range is 120 feet. Components: V, S. Duration: Instantaneous.

“A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.” And it gets better as you level up, giving you a second beam at 5th level, a third at 11th, and finally 4 beams at 17th. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Agonising Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Eldritch Spear: When you cast eldritch blast, its range is 300 feet.

Grasp of Hadar: Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Repelling Blast: When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Lance of Lethargy: Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Source

Warlock Spells: All Spells a Warlock Can Know

Warlock Spells: Cantrips
Spell Name School Casting Time Range Duration Components
Blade Ward Abjuration 1 Action Self 1 round V, S
Booming Blade Evocation 1 Action Self (5-foot radius) 1 round S, M
Chill Touch Necromancy 1 Action 120 Feet 1 round V, S
Create Bonfire Conjuration 1 Action 60 Feet Concentration up to 1 minute V, S
Eldritch Blast Evocation 1 Action 120 Feet Instantaneous V, S
Friends Enchantment 1 Action Self Concentration up to 1 minute S, M
Frostbite Evocation 1 Action 60 Feet Instantaneous V, S
Green-Flame Blade Evocation 1 Action Self (5-foot radius) Instantaneous S, M
Infestation Conjuration 1 Action 30 Feet Instantaneous V, S, M
Lightning Lure Evocation 1 Action Self (15-foot radius) Instantaneous V
Mage Hand Conjuration 1 Action 30 Feet 1 minute V, S
Magic Stone Transmutation 1 Bonus Action Touch 1 minute V, S
Mind Sliver Enchantment 1 Action 60 feet 1 round V
Minor Illusion Illusion 1 Action 30 feet 1 minute S, M
On/Off (UA) Transmutation T 1 Action 60 feet Instantaneous V, S
Poison Spray Conjuration 1 Action 10 feet Instantaneous V, S
Prestidigitation Transmutation 1 Action 10 feet Up to 1 hour V, S
Sword Burst Conjuration 1 Action Self (5-foot radius) Instantaneous V
Thunderclap Evocation 1 Action Self (5-foot radius) Instantaneous S
Toll the Dead Necromancy 1 Action 60 feet Instantaneous V, S
True Strike Divination 1 Action 30 feet Concentration up to 1 round S
Warlock Spells: 1st Level Spells
Spell Name School Casting Time Range Duration Components
Armor of Agathys Abjuration 1 Action Self 1 Hour V, S, M
Arms of Hadar Conjuration 1 Action Self (10-foot radius) Instantaneous V, S
Cause Fear Necromancy 1 Action 60 feet Concentration, up to 1 minute V, S
Charm Person Enchantment 1 Action 30 feet 1 Hour V, S
Comprehend Languages Divination 1 Action R Self 1 hour V, S, M
Distort Value Illusion 1 Minute Touch 8 hours V
Expeditious Retreat Transmutation 1 Bonus Action Self Concentration, up to 10 minutes V, S
Healing Elixir (UA) Conjuration 1 Minute Self 24 hours V, S, M
Hellish Rebuke Evocation 1 Reaction 60 feet Instantaneous V, S
Hex Enchantment 1 Bonus Action 90 feet Concentration, up to 1 hour V, S, M
Id Insinuation (UA) Enchantment 1 Action 60 feet Concentration, up to 1 minute V, S
Illusory Script Illusion 1 Minute Touch 10 days S, M
Infallible Relay (UA) Divination T 1 Minute Self Concentration, up to 10 minutes V, S, M
Protection from Evil and Good Abjuration 1 Action Touch Concentration, up to 10 minutes V, S, M
Puppet (UA) Enchantment 1 Action 120 feet Instantaneous V
Remote Access (UA) Transmutation T 1 Action 120 feet 10 minutes V, S
Sense Emotion (UA) Divination 1 Action Self Concentration, up to 1 minute V, S
Thunderwave Evocation 1 Action Self (15-foot cube) Instantaneous V, S
Unseen Servant Conjuration 1 Action R 60 feet 1 hour V, S, M
Witch Bolt Evocation 1 Action 30 feet Concentration, up to 1 minute V, S, M
Warlock Spells: 2nd Level Spells
Spell Name School Casting Time Range Duration Components
Arcane Hacking (UA) Transmutation T 1 Action Self Concentration, up to 1 hour V, S, M
Cloud of Daggers Conjuration 1 Action 60 feet Concentration, up to 1 minute V, S, M
Crown of Madness Enchantment 1 Action 120 feet Concentration, up to 1 minute V, S
Darkness Evocation 1 Action 60 feet Concentration, up to 10 minutes V, M
Digital Phantom (UA) Abjuration T 1 Action Self Concentration, up to 1 hour V, S, M
Earthbind Transmutation 1 Action 300 feet Concentration, up to 1 minute V
Enthrall Enchantment 1 Action 60 feet 1 minute V, S
Find Vehicle (UA) Conjuration T 10 Minutes 30 feet 8 hours V, S
Flock of Familiars Conjuration 1 Minute Touch 1 hour V, S
Hold Person Enchantment 1 Action 60 feet Concentration, up to 1 minute V, S, M
Invisibility Transmutation 1 Action Touch Concentration, up to 1 hour V, S, M
Mental Barrier (UA) Abjuration 1 Reaction Self 1 round V
Mind Spike Divination 1 Action 60 feet Concentration, up to 1 hour S
Mind Thrust (UA) Enchantment 1 Bonus Action 60 feet 1 round V, S
Mirror Image Illusion 1 Action Self 1 minute V, S
Misty Step Conjuration 1 Action Self Instantaneous V
Ray of Enfeeblement Necromancy 1 Action 60 feet Concentration, up to 1 minute V, S
Shadow Blade Illusion 1 Bonus Action Self Concentration, up to 1 minute V, S
Shatter Evocation 1 Action 60 feet Instantaneous V, S, M
Spider Climb Transmutation 1 Action Touch Concentration, up to 1 hour V, S, M
Suggestion Enchantment 1 Action 30 feet Concentration, up to 8 hours V, M
Thought Shield (UA) Abjuration 1 Action Touch 8 hours V, S
Warlock Spells: 3rd Level Spells
Spell Name School Casting Time Range Duration Components
Counterspell Abjuration 1 Reaction 60 feet Instantaneous S
Dispel Magic Abjuration 1 Action 120 feet Instantaneous V, S
Enemies Abound Enchantment 1 Action 120 feet Concentration, up to 1 minute V, S
Fear Illusion 1 Action Self (30-foot cone) Concentration, up to 1 minute V, S, M
Fly Transmutation 1 Action Touch Concentration, up to 10 minute V, S, M
Gaseous Form Transmutation 1 Action Touch Concentration, up to 1 hour V, S, M
Haywire (UA) Enchantment T 1 Action 90 feet Concentration, up to 1 minute V, S
Hunger Of Hadar Conjuration 1 Action 150 feet Concentration, up to 1 minute V, S, M
Hypnotic Pattern Illusion 1 Action 120 feet Concentration, up to 1 minute S, M
Incite Greed Enchantment 1 action 30 feet Concentration, up to 1 minute V, S, M
Intellect Fortress Abjuration 1 Action 30 feet Concentration, up to 1 hour V
Invisibility To Cameras (UA) Illusion T 1 Action 10 feet Concentration, up to 1 minute V, S, M
Magic Circle Abjuration 1 Minute 10 feet 1 hour V, S, M
Major Image Illusion 1 Action 120 feet Concentration, up to 10 minutes V, S, M
Protection from Ballistics (UA) Abjuration T 1 Action Touch Concentration, up to 10 minutes V, S, M
Psionic Blast (UA) Evocation 1 Action Self (30-foot cone) Instantaneous V
Remove Curse Abjuration 1 Action Touch Instantaneous V, S
Spirit Shroud Necromancy 1 Bonus Action Self Concentration, up to 1 minute V, S
Summon Fey Conjuration 1 Action 90 feet Concentration, up to 1 hour V, S, M
Summon Lesser Demons Conjuration 1 Action 60 Feet Concentration, up to 1 hour V, S, M
Summon Shadowspawn Conjuration 1 Action 90 feet Concentration, up to 1 hour V, S, M
Summon Undead Necromancy 1 Action 90 feet Concentration, up to 1 hour V, S, M
Thunder Step Conjuration 1 Action 90 feet Instantaneous V
Tongues Divination 1 Action Touch 1 hour V, M
Vampiric Touch Necromancy 1 Action Self Concentration, up to 1 minute V, S
Warlock Spells: 4th Level Spells
Spell Name School Casting Time Range Duration Components
Banishment Abjuration 1 Action 60 feet Concentration, up to 1 minutes V, S, M
Blight Necromancy 1 Action 30 feet Instantaneous V, S
Charm Monster Enchantment 1 Action 30 feet 1 hour V, S
Conjure Knowbot (UA) Conjuration T 1 Action Touch 10 minutes V, S
Dimension Door Conjuration 1 Action 500 feet Instantaneous V
Ego Whip (UA) Enchantment 1 Action 30 feet Concentration, up to 1 minute V
Elemental Bane Transmutation 1 Action 90 feet Concentration, up to 1 minute V, S
Galder’s Speedy Courier Conjuration 1 Action 10 feet 10 minutes V, S, M
Hallucinatory Terrain Illusion 10 Minutes 300 feet 24 hours V, S, M
Shadow Of Moil Necromancy 1 Action Self Concentration, up to 1 minute V, S, M
Sickening Radiance Evocation 1 Action 120 Feet Concentration, up to 10 minutes V, S
Summon Aberration Conjuration 1 Action 90 feet Concentration, up to 1 hour V, S, M
Summon Greater Demon Conjuration 1 Action 60 Feet Concentration, up to 1 hour V, S, M
Synchronicity (UA) Enchantment T 1 Action Touch Concentration, up to 1 hour V, S
System Backdoor (UA) Transmutation T 1 Minute Self Concentration, up to 1 hour V, S, M
Warlock Spells: 5th Level Spells
Spell Name School Casting Time Range Duration Components
Commune with City (UA) Divination T 1 Minute R Self Instantaneous V, S
Contact Other Plane Divination 1 Minute R Self 1 minute V
Danse Macabre Necromancy 1 Action 60 Feet Concentration, up to 1 hour V, S
Dream Illusion 1 Minute Special 8 hours V, S, M
Enervation Necromancy 1 Action 60 Feet Concentration, up to 1 minute V, S
Far Step Conjuration 1 Bonus Action Self Concentration, up to 1 minute V
Hold Monster Enchantment 1 Action 90 feet Concentration, up to 1 minute V, S, M
Infernal Calling Conjuration 1 Minute 90 feet Concentration, up to 1 hour V, S, M
Mislead Illusion 1 Action Self Concentration, up to 1 hour S
Modify Memory Enchantment 1 Action 30 feet Concentration, up to 1 minute V, S
Negative Energy Flood Necromancy 1 Action 60 feet Instantaneous V, M
Planar Binding Abjuration 1 Action 60 feet 24 hours V, S, M
Scrying Divination 10 Minutes Self Concentration, up to 10 minutes V, S, M
Shutdown (UA) Transmutation T 1 Action 120 feet Concentration, up to 1 minute V, S
Synaptic Static Enchantment 1 Action 120 feet Instantaneous V, S
Teleportation Circle Conjuration 1 Action 10 feet 1 round V, M
Wall Of Light Evocation 1 Action 120 feet Concentration, up to 10 minutes V, S, M
Warlock Spells: 6th Level Spells
Spell Name School Casting Time Range Duration Components
Arcane Gate Conjuration 1 Action 500 feet Concentration, up to 10 minutes V, S
Circle of Death Necromancy 1 Action 150 feet Instantaneous V, S, M
Conjure Fey Conjuration 1 Action 90 feet Concentration, up to 1 hour V, S
Create Undead Necromancy 1 Minute 10 feet Instantaneous V, S, M
Eyebite Necromancy 1 Action Self Concentration, up to 1 minute V, S
Flesh to Stone Transmutation 1 Action 60 feet Concentration, up to 1 minute V, S, M
Investiture of Flame Transmutation 1 Action Self Concentration, up to 10 minutes V, S
Investiture of Ice Transmutation 1 Action Self Concentration, up to 10 minutes V, S
Investiture of Stone Transmutation 1 Action Self Concentration, up to 10 minutes V, S
Investiture of Wind Transmutation 1 Action Self Concentration, up to 10 minutes V, S
Magic Jar Necromancy 1 Minute Self Until dispelled V, S, M
Mass Suggestion Enchantment 1 Action 60 feet 24 hours V, M
Mental Prison Illusion 1 Action 60 feet Concentration, up to 1 minute S
Otherworldly Form (UA) Transmutation 1 Action Self Concentration, up to 1 minute V, S, M
Psychic Crush (UA) Enchantment 1 Action 60 feet 1 minute V, S
Scatter Conjuration 1 Action 30 feet Instantaneous V
Soul Cage Necromancy Special 60 feet 8 hours V, S, M
Summon Fiend Conjuration 1 Action 90 feet Concentration, up to 1 hour V, S, M
Tasha’s Otherworldly Guise Transmutation 1 Bonus Action Self Concentration, up to 1 minute V, S, M
True Seeing Divination 1 Action Touch 1 hour V, S, M
Warlock Spells: 7th Level Spells
Spell Name School Casting Time Range Duration Components
Crown Of Stars Conjuration 1 Action Self 1 hour V, S
Dream of the Blue Veil Conjuration 10 minutes 20 feet 6 hours V, S, M
Etherealness Transmutation 1 Action Self Up to 8 hours V, S
Finger of Death Necromancy 1 Action 60 feet Instantaneous V, S
Forcecage Evocation 1 Action 100 feet 1 hour V, S, M
Plane Shift Conjuration 1 Action Touch Instantaneous V, S, M
Power Word: Pain Enchantment 1 Action 60 feet Instantaneous V
Project Image Illusion 1 Action 500 Miles Concentration, up to 1 day V, S, M
Warlock Spells: 8th Level Spells
Spell Name School Casting Time Range Duration Components
Abi-Dalzim’s Horrid Wilting Necromancy 1 Action 150 feet Instantaneous V, S, M
Demiplane Conjuration 1 Action 60 feet 1 Hour S
Dominate Monster Enchantment 1 Action 60 feet Concentration, up to 1 hour V, S
Feeblemind Enchantment 1 Action 150 feet Instantaneous V, S, M
Glibness Transmutation 1 Action Self 1 hour V
Maddening Darkness Evocation 1 Action 150 feet Concentration, up to 10 minutes V, M
Power Word: Stun Enchantment 1 Action 60 feet Instantaneous V, S
Warlock Spells: 9th Level Spells
Spell Name School Casting Time Range Duration Components
Astral Projection Evocation 1 Hour 10 feet Special V, S, M
Blade of Disaster Conjuration 1 Bonus Action 60 feet Concentration up to 1 minute V, S
Foresight Divination 1 Minute Touch 8 hours V, S, M
Imprisonment Abjuration 1 Minute 30 feet Until dispelled V, S, M
Power Word: Kill Enchantment 1 Action 60 feet Instantaneous V
Psychic Scream Enchantment 1 Action 90 feet Instantaneous S
Shapechange Transmutation 1 Action Self Concentration up to 1 hour V, S, M
True Polymorph Transmutation 1 Action 30 feet Concentration up to 1 hour V, S, M
Weird Illusion 1 Action 120 feet Concentration up to 1 minute V, S

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