Header AD

Dungeons & Dragons 5e: Best Warlock Builds | Game Rant

Playing a spellcaster in Dungeons & Dragons is notoriously more difficult than any other class, especially for those new to the game as a whole. There are so many extra decisions that need to be made, even on a turn-by-turn basis in combat, because players have a giant list of spells to sort through in addition to all the character's other feats and abilities. However, of all the D&D spellcasting classes, warlocks are probably the easiest to master.

Some players consider the warlock's extremely limited number of spell slots a liability, but consider it this way: they also don't have to deal with multiple spell slot levels or change spells on a daily basis. Warlocks can learn what is arguably the game's strongest cantrip, and other weaknesses the class might normally have can be balanced out through a few specific choices during character creation. It's far easier than some might think to build a warlock who could fill in the position normally occupied by a wizard or sorcerer with ease.

RELATED: Dungeons & Dragons: Rules That Should Be Tweaked (And How To Do It)

Sure, anybody could theoretically make a deal with an unknowable entity in exchange for power, but there are advantages to a few D&D races that the others don't have. The best warlock races are tieflings (to nobody's surprise), aasimar, half-elves, and variant humans.

Tieflings and aasimar, for all that they seem like polar opposites, actually have similar bonuses--both being descended from creatures of the Outer Planes. Tieflings are probably the race most associated with the warlock class, and while some players may want to avoid stereotypes, this one exists for a good reason: they get a strong charisma bonus, a bunch of useful spells, and innate fire resistance. Aasimar also get the same charisma bonus, plus resistance to both necrotic and radiant damage and healing abilities, making them nearly as perfect a choice as tieflings.

Half-elves might just be one of the best 5th edition races in general, gaining a +2 charisma bonus and another +1 bonus to two other stats. They also get two skill proficiencies (and this choice has no restrictions, unlike most race or class-based proficiency choices), and resistance to both being charmed and being magically put to sleep; this race would make a fantastic warlock. Variant humans are just plain good at anything, having totally customizable ability stat bonuses and starting feats. So if they need to fit into the role of an insanely powerful warlock, then that's exactly what a variant human can do.

Just like bards and sorcerers, warlocks are charisma-based arcane spellcasters--which makes charisma a no-brainer to assign as the warlock's primary and highest stat. To be considered "best build" material, a warlock's starting charisma score should be at least a 16, and higher if possible.

Next in order of importance are dexterity and constitution. Dexterity is especially critical for a melee warlock, but it should be highly valued for any build in this class; players should aim to set the warlock's dexterity score between 14 and 16. The same score range applies to constitution, as it determines the warlock's hit point numbers and therefore goes a long way towards building the warlock's power.

Less important are the warlock's intelligence and wisdom; as an ability score, wisdom is decent for saving throws, which are very common, but little else. Meanwhile, intelligence is nice for knowledge skills including arcana, but otherwise doesn't particularly empower the warlock. Both of these scores can get less attention, without necessarily being the dump stat. That honor is reserved for strength: it's easily the least important ability for warlocks, even those of the Hexblade subclass (they're still better off focusing on charisma and dexterity). Whatever the player's lowest stat roll or value is, it should go to strength.

RELATED: Dungeons & Dragons 5e Best Artificer Builds

Warlock subclasses are characterized by pacts and the beings that power them, so each details a different otherworldly being that the warlock can make a deal with to obtain their powers--and that being's nature determines the benefits (and risks) of the subclass. There are six otherworldly patrons to choose from: the Fiend, the Undying, the Archfey, the Celestial, the Hexblade, and the Great Old One.

Two of these D&D subclasses rise above the others; first off, the Fiend is probably the best all-around warlock subclass--and it's accessible, being part of the default 5e Player's Handbook. Warlocks with a fiend as their patron will have a lot of firepower, and gain some life-saving defensive abilities too. With an expanded spell list, Fiendish Resilience, a luck-type feat to beef up saving throws, and the ability to gain HP with every kill, it's hard to go wrong with a fiendish pact (and yes, that's an extremely ironic statement, but in this case it's true).

However, players interested in the front lines of combat could take the Hexblade subclass instead; there's no better subclass option for a melee-based warlock. 5e Hexblades have better access to armor, weapons, and shields, plus great abilities like Hexblade's Curse and charisma-based combat damage that doesn't infringe on the warlock's ample spellcasting abilities. Hexblades offer a different style of play but present just as strong an option when deciding subclass.

Every class has a few key skills and feats which suit them best, and the warlock is no exception. Since any D&D character with naturally high charisma is likely to be the party's face in social interactions, warlocks would do well to take on charisma-based skills including deception and intimidation. From there, the warlock should work on scoring a couple of good knowledge skills, particularly arcana and religion--and then investigation, if possible. If class alone doesn't cover it, there are other opportunities during the campaign and leveling up process to gain skill proficiencies.

As for feats, players should consider War Caster, Spell Sniper, Inspiring Leader, Elemental Adept, or Alert as the warlock's best options. There's also Lucky, which just works for any character and class; however, the previous feats all have more specific benefits for a warlock. War Caster is a must for Hexblades especially, as it gives advantage to any concentration-based constitution saves, while Spell Sniper makes spells like Eldritch Blast (already an amazing cantrip) even more reliable and Inspiring Leader backs up the warlock's natural charisma skills. Elemental Adept puts even more 'fire' into the warlock's 'firepower,' and Alert is surprisingly useful as it allows the warlock to lay down spells with effects before enemies have a chance to do anything.

Topping off the warlock with a complementing background ensures a great build, though unfortunately there really aren't any backgrounds perfectly suited to this class in the basic Player's Handbook. The criminal and noble backgrounds could work as they offer charisma skills, or perhaps acolyte and sage for players who want their warlock to get extra knowledge skills. With that final decision made, players should have a warlock ready to venture forth into any Dungeons & Dragons campaign with the best possible build backing them up.

MORE: Dungeons and Dragons is Testing New Class Variant Features

Dungeons & Dragons 5e: Best Warlock Builds | Game Rant Dungeons & Dragons 5e: Best Warlock Builds | Game Rant Reviewed by Unknown on December 03, 2019 Rating: 5

No comments

Post AD