Originally Posted by
Oncoming Storm
Alright, so the 5th edition player's handbook has been out for a few months now, and with it comes my favorite class, the Warlock. A nifty hybrid of it's 3.5 and 4th edition incarnations, the Warlock is an incredibly versatile class with a great suite of options and abilities. That being said, the sheer number of options can be confusing, so this guide is intended to help newer players get the hang of what the Warlock is all about!
With that in mind, I'll be using the following ranking system for the options players have in constructing their warlock:
Light Blue: This is one of the best options available. You should seriously consider working it into any character you plan on building.
Blue: A very solid option or ability, better than average and likely to see use regularly.
Black: No better or no worse than most other options out there. not likely to vastly improve your character, but still useful.
Orange: Sub-optimal choice or feature. May be worth taking if it combos well with something else, but not generally a great option otherwise.
Red: Stay away. Unless you really like the RP implications of something marked red, don't even bother.
The layout for the guide will be as follows:
1. Stat assignment
2. Races, or 'you mean I don't HAVE to be a tiefling?'
3. The Warlock Chassis
4. Pacts and Boons
5. Invocations
6. Feats
7. Spells
8. Multiclassing
1. Stat Assignment
For the purpose of this guide, I'm assuming you are using the point buy given in the PHB. If you happen to be rolling for stats, YMMV, but the prioritization of stats remains similar.
Strength:: If you're not playing a blade-pact warlock, you can comfortably dump this. Even you are playing a bladelock, Dexterity is probably a better investment. Suggested starting value: 8
[COLOR="#000000"]Dext[/COLOR]erity: A decent investment, as it adds to your AC and initiative, and Dexterity saves are fairly common. If you're playing a Dex-bladelock, this should be valued even more highly. Suggested starting value: 14-16
Constitution: As always, Con remains important for just about everyone. HP are always useful, and in this edition, the number of TERRIFYING save-or-suck/die effects based on Con is fairly high, starting at quite low CRs. A bladelock wants this to be higher than other warlocks, but is also less likely to have points to put into it. Suggested starting value: 14-16.
Intelligence: Doesn't do a lot for you, aside from making you less susceptible to Intellect Devourers. Personally, I hate playing stupid characters, but honestly Int doesn't do a lot for the core class mechanics. Suggested starting value: 8-12
[COLOR="#000000"]Wisdom:[/COLOR] Again, aside from saves and perception, doesn't do much for you. Wisdom saves seem more common than Int saves so far (though see intellect devourer for reasons not to dump Int.) that being said, you do get proficiency on wisdom saves, so it's not as critical as it otherwise might be. Suggested starting value: 8-12
Charisma: Your primary ability. Spell DC's, Agonizing Blast damage, even melee damage (with Lifedrinker) scale off of this. You want it to be as high as possible. Suggested starting value:16
In general, consider the following for stat prioritization: Cha>Con/Dex>Int/Wis>Str.
Races:
Now we'll look at the races which make good Warlocks. Of course, the first thing to look for is a bonus to Charisma-if a race doesn't boost charisma, it needs some pretty hefty benefits to make up for it.
Hill Dwarf: Well, you'll be resilient as all hell in terms of HP-by level four, you could have +5 hp/level on top of your hit die, making you tough to take down. The lack of a bonus to either of your offensive stats (dex or cha) hurts quite a bit, though, and the weapon proficiency is not likely to be used. If you start at level 4 or higher, you could maybe make an argument for playing a hill dwarf (+1 into con, +1 into charisma for 18 con and 16 cha) but I don't really see the draw.
Mountain Dwarf: Unlike the Hill Dwarf, the mountain dwarf makes a decent choice for a blade-pact warlock. the weapon proficiency keeps you trucking till level 3, while the armor helps keep you alive. This is one of the only cases in which I'd say playing a strength based blade-lock is a good idea-you can't use shields anyway, so you might as well two hand a maul or something. the decreased reliance on charisma at early levels makes the lack of a bonus less painful, though you'll still want to get it up there eventually (for lifedrinker.)
High Elf:: Blah. bonuses to a secondary stat and a dump stat, relatively useless proficiencies, and an extra cantrip on a caster class? pass.
Wood Elf:: same deal as the high elf, exchange the cantrip for a bit of speed and making you a bit more sneaky. edges out high elf in terms of usefulness, but only slightly.
Drow: Man, that's more like it! bonus to charisma, GREAT darkvision, some nice SLAs as you level up, even decent weapon proficiencies (Rapier and hand crossbow) for early levels! Wait...what's this 'sunlight sensitivity' thing...disadvantage on all attacks and perception checks in bright light? Well, bugger.
Sadly, Drow are rendered virtually unplayable by sunlight sensitivity. It's such a colossal debuff that there's virtually no reason to play them. If your DM or party are willing to work around this (sunglasses, adventuring at night, houserules) drow are a solid choice. Otherwise, AVOID.
Lightfoot Halfling: Bonuses to dex and charisma, plus the ability to re-roll natural ones make Lightfoot halflings a solid choice for warlocks. Not really much else to say, you won't go wrong by playing one of these guys. Not the best choice, though.
Stoutheart Halfling:: On the other hand, stoutheart halflings make poor warlocks. +1 con and resistance to poison is not worth the charisma hit in this case.
Human/Variant Human: regular humans are very, very, very meh. I'm tempted to give them an Orange rating, but the bonus to charisma makes them borderline acceptable warlocks. Variant humans, on the other hand, are potentially bonkers. You really only care about 2 (maybe 3) stats anyways, so the loss of the +1 to tertiary and dump stats doesn't really hurt. The feat is INSANELY powerful, to the point where I've seen DMs ban variant human to prevent abuse. the extra skill proficiency is just gravy, to be honest--but tasty gravy nonetheless. I would say that variant human easily competes as one of the top races for warlocks (not to mention for everything else.) If it's allowed, definitely consider it.
Dragonborn: bonus to charisma, check. bonus to dump stat...meh. the breath weapon quickly becomes irrelevant, and while damage resistance is nice, there are better choices.
Forest Gnome: The advantage on magic saving throws is nice, but it doesn't outweigh the lack of ANYTHING ELSE this race offers to a prospective warlock.
Rock Gnome:: Like the forest gnome, instead of marginally useful information gathering through speaking with animals, you gain the ability to-through significant effort and time investment-replicate a tinderbox. It's cute and flufftastic, but not terribly relevant for a warlock.
Half-Elf: Another contestant for 'best race in the PHB' the half-elf gives you a +2 bonus to charisma, and a +1 bonus to your two secondary stats (probably dex and con.) Plus two skill proficiencies, with no restrictions whatsoever, and situational resistance to certain magic effects. YES, PLEASE.
Half-Orc: No bonus to charisma, bonus to dump stat, abilities geared towards a fighter or barbarian. Pass.
Tiefling:: Are you really surprised? bonus to charisma, some excellent SLAs, resistance to the most common elemental damage type...all adds up to a pretty damn sweet warlock. Tiefling warlock (especially fiend pact) is also a classic, albeit a little bit overdone these days. I'd say tiefling DOES rank behind half-elf and variant human by a bit (no bonus to con or dex,) but it's still one of the best warlock races out there.