Best Warlock Spells in 5E Ranked | Warlock Spells 5E Guide

5E Warlock Spells

Welcome to our top ten Warlock spell list! We went through every available spell in the Warlock’s arsenal and came out with a list that we believe to have the most reliable and efficient spells a Warlock can wield. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects. So without further ado, here is our Warlock Spells 5E Top 10 List.

10. Hypnotic Pattern

  • School: Illusion
  • Level: 3rd
  • Casting Time: One Action
  • Range: 120 feet
  • Components: Somatic, Material (a glowing stick of incense or a crystal vial filled with phosphorescent material)
  • Duration: Concentration, up to 1 minute

The first entry on our Warlock Spells 5E Top 10 LIst summons a twisting pattern that creates a thirty-foot cube. It catches the attention of everything in the area and forcing them to make a Wisdom saving throw. If the character fails the saving throw, they become charmed for the duration of the encounter, giving them a speed of zero. The spell’s effect ends if the character takes any damage or if someone else takes an action to knock the character out of their trance.

9. Dispel Magic

  • School: Abjuration
  • Level: 3rd
  • Casting Time: One Action
  • Range: 120 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You can end one spell that is still in effect that is within this spell’s range and under the level that you set it at. For example, if set at its traditional third level, it will end any active effects from a spell that was cast from a third level or lower spell slot. If the spell is of a higher level than where you placed Dispel Magic, you will need to make a spell check using your spell modifier, and beat a DC of ten plus the target’s level.

8. Counterspell

  • School: Abjuration
  • Level: 3rd
  • Casting Time: Reaction to another character casting a spell within range
  • Range: 60 feet
  • Components: Somatic
  • Duration: Instantaneous

You interrupting another character’s casting process. If the spell they are casting is at the same or at a lower casting slot than Counterspell’s, the spell fails instantly. If the spell is above the casting level, you need to make a successful spellcasting ability roll against the spells DC, which is equal to the spell’s level plus ten.

7. Fly

  • School: Transmutation
  • Level: 3rd
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic, Material (a Feather from any Bird’s Wing)
  • Duration: Concentration, up to 10 minutes

A willing character that you touch gains Flying with a speed of sixty feet. You can target multiple willing characters per level above the third you prepare this spell in. Be careful though! When the spell ends, if the user is still in the air, they will fall. While risky, this is one of our favorites on the Warlock Spells 5E Top 10 List.

6. Mirror Image

  • School: Illusion
  • Level: 2nd
  • Casting Time: One Action
  • Range: Self
  • Components: Verbal, Somatic
  • Duration: 1 minute

Three copies of yourself appear next to you. They will not deal any damage, but they will copy every move that you make. If an opponent tries to do anything to you, you have to roll 1d20 to see if they are successful, and the number needed to roll is determined based off of the number of duplicates that are present – six or higher with three, eight or higher with two, and eleven or higher with two. Duplicates have an AC of ten, and one successful hit will make one of them disappear.

5. Invisibility

  • School: Illusion
  • Level: 2nd
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic, Material (an Eyelash encased in Gum Arabic)
  • Duration: Concentration, up to 1 hour

A friendly target (including yourself) that you touch along with everything that they are carrying becomes invisible. If you prepare Invisibility in a higher spell slot, you can target an additional friendly character for each slot above the second level you prepare this at. Unfortunately, you cannot attack or take anything while invisible, or else it will break the spell. But it is the easiest way to escape from impending doom when necessary.

4. Darkness

  • School: Evocation
  • Level: 2nd
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Material (Bat Fur and a Drop of Pitch or Piece of Coal)
  • Duration: Concentration, up to 10 minutes

A dark cloud covers a fifteen square foot targeted area, preventing anyone inside of it from seeing. Any abilities, magical or natural (including Darkvision), will not work while the character is in the affected area. The darkness can be covered with an opaque object, as Darkness still needs to have an exact target. But that also means that you can target a specific character, and the Darkness will follow them. Given the creative options Darkness allows, it was a lock for our Warlock Spells 5E Top 10.

3. Hold Person

  • School: Enchantment
  • Level: 2nd
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (small, straight Piece of Iron)
  • Duration: Concentration, up to 1 minute

A humanoid target within sixty-feet must make a successful Wisdom check or they will become paralyzed. A character paralyzed by Hold Person can make another Wisdom roll at the end of their turn and will lose their paralyzed condition if their Wisdom roll is successful. If you prepare Hold Person in a higher spell slot, you can target one additional humanoid for each slot above the second level you prepare this at.

2. Hellish Rebuke

  • School: Evocation
  • Level: 1st
  • Casting Time: Reaction to taking damage
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

In response to taking damage, the character that just did damage to you has to make a Dexterity save. If they fail to make the save, they will take 2d10 fire damage. If they succeed in making the save, they will take 1d10 fire damage. You increase the die you roll for each spell slot above Hellish Rebuke’s actual level or set this spell at. Besides needing to be cast as a response, Hellish Rebuke is a versatile damage-dealing spell that requires no material and no concentration to cast.

1. Eldritch Blast

  • School: Evocation
  • Level: Cantrip
  • Casting Time: One Action
  • Range: 120 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

And finally, number one on our top ten Warlock spells is Eldritch Blast. This cantrip fires a beam of energy at an opponent that deals 1d10 of force damage. You fire two beams at level five, three beams at level eleven, and four beams at level seventeen. Each beam can be directed at a separate target when it is resolved. Additionally, Eldritch Blast requires no concentration, no components, and it does not need to be readied. Eldritch Blast is one of the most versatile spells in the game, and it is the reason that I would play a Warlock. It probably won’t surprise you that this spell also made our list of Best 5E Warlock Cantrips as well.

Travis Scoundrel

A life long gamer, Travis spends his time writing about and playing games when he's not suing people or hanging out with his family.

Travis Scoundrel
About Travis Scoundrel 373 Articles
A life long gamer, Travis spends his time writing about and playing games when he's not suing people or hanging out with his family.

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