Key Takeaways

  • One D&D introduces revised rules, classes, and races, maintaining familiarity for experienced players.
  • Each subclass features unique abilities and expanded spell lists, adding depth and flavor to the gameplay.
  • Warlocks with different patrons gain varied powers, from teleportation to healing, appealing to diverse playstyles.



One D&D has now been released, and with it has come a slew of revised rules, classes, and races to bring a fresh new face to the classic system fans know and love. There haven’t been too many radical changes, so that those who know 5e in and out will still feel right at home, but the tweaks to the classes demand a refresher course.

This, of course, includes the warlock class, one of the most popular choices among players. This class allows players to form a pact with a dark power, imbuing themselves with forbidden power to give them an edge in combat. The patrons can vary wildly, giving warlocks unique flavors from one another.


9 Archfey

Gain Mastery Over Teleportation Magic


Expanded Spell List for the Archfey

  • Level 3: Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
  • Level 5: Blink, Plant Growth
  • Level 7: Dominate Beast, Greater Invisibility
  • Level 9: Dominate Person, Seeming

Archfey Subclass Features

  • Level 3: Steps of the Fey – The Warlock can cast Misty Step without expending a spell slot a number of times equal to their Charisma modifier, and you regain all expended uses after a Long Rest. Whenever the Warlock casts that spell, they can choose one of the following additional effects:

  1. Refreshing Step. Immediately after teleporting, the Warlock or one creature they can see within 10 feet gains 1d10 Temporary Hit Points.
  2. Taunting Step. Creatures within 5 feet of the space they left must succeed on a Wisdom saving throw against the Warlock’s spell save DC or have Disadvantage on attack rolls against creatures other than them until the start of their next turn.


  • Level 6: Misty Escape – The Warlock can cast Misty Step as a Reaction in response to taking damage. In addition, the following effects are now among the Steps of the Fey options.

  1. Disappearing Step. Gain the Invisible condition until the start of the Warlock’s next turn or until immediately after they make an attack roll, deal damage, or cast a spell.
  2. Dreadful Step. Creatures within 5 feet of the space the Warlock left or the space they appear in must succeed on a Wisdom saving throw against their spell save DC or take 2d10 Psychic damage.

  • Level 10: Beguiling Defenses – Gain immunity to the Charmed condition. In addition, immediately after a creature in view lands an attack, the Warlock takes a Reaction to reduce the damage by half (round down) and can force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes Psychic damage equal to the damage they dealt.
  • Level 14: Bewitching Magic – The patron grants the ability to weave magic with teleportation. Immediately after casting an Enchantment or Illusion spell using an action and a spell slot, the caster can cast Misty Step as part of the same action and without expending a spell slot.


Gone in the blink of an eye, these Archfey Warlocks haven’t gained speed to rival Sonic the Hedgehog–instead, they have been granted magic revolving around teleportation by their patron. While this does reduce the versatility this subclass has, it can be a DM’s worst nightmare as the warlock keeps removing themselves out of harm’s way, and maybe even deal some damage as a goodbye gift, just like a trickster fae creature would.

8 The Undying

Untangle the Secrets of Life and Death

deadbydaylight-vecna-dnd-crossover

Expanded Spell List for the Undying

  • 1st Level – False Life, Ray of Sickness
  • 2nd Level – Blindness/Deafness, Silence
  • 3rd Level – Feign of Death, Speak with Dead
  • 4th Level – Aura of Life, Death Ward
  • 5th Level – Contagion, Legend Lore


Undying Subclass Features

  • Level 1: Among the Dead – Starting at 1st level, learn the spare the dying cantrip, which counts as a warlock cantrip. The Warlock also has advantage on saving throws against any disease. Additionally, undead have difficulty harming them. If an undead targets the player directly, that creature must make a Wisdom saving throw against (an undead needn’t make the save when it includes the player in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if targeted.
  • Level 6: Defy Death – The Warlock regains hit points equal to 1d8 + their Constitution modifier when they succeed on a death saving throw or when they stabilize a creature with spare the dying.
  • Level 10: Undying Nature – Beginning at level 10, the Warlock can hold your breath indefinitely, and they don’t require food, water, or sleep, although they still require rest to reduce exhaustion and benefit from short and long rests. In addition, they age at a slower rate. For every 10 years that pass, their body ages only 1 year, and they are immune to being magically aged.
  • Level 14: Indestructible Life – On their turn, the Warlock can use a bonus action to regain hit points equal to 1d8 + their warlock level. Additionally, if they put a severed body part of theirs back in place when using this feature, the part attaches.


Related

Games Where Dying Is Rewarded

Dying is not always considered a failure in video games. In fact, the following titles provide special rewards for players who end up dying.

Not to be confused with the Undead patron, the Undying is all about life and death, granting the Warlock a modicum of healing abilities, as well as the spare the dying cantrip. Some of their features verge on the weaker side of things, and mostly just seem there for flavor more than practical use. Still, this could make this subclass a popular pick for those who favor flavoring, backstories, and RP over combat.

7 Great Old One

Tap Into Eldritch Knowledge

Call of Cthulhu lovecraftian horror video game cthulhu bad ending

Expanded Spell List for the Great Old One

  • Level 3: Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha’s Hideous Laughter
  • Level 5: Clairvoyance, Hunger of Hadar
  • Level 7: Confusion, Summon Aberration
  • Level 9: Modify Memory, Telekinesis


Great Old One Subclass Features

  • Level 3: Awakened Mind – As a Bonus Action, choose one creature within 30 feet. The caster and the chosen creature can communicate telepathically with each other while the two are within a number of miles of each other, equal to the Warlock’s Charisma modifier. Both must mentally use a language the other knows. The telepathic connection lasts for a number of minutes equal to the Warlock’s level.
  • Level 3: Psychic Spells – When casting a Warlock spell that deals damage, the Warlock can change its damage type to Psychic. In addition, Enchantment or Illusion Warlock spells can be cast without Verbal or Somatic components.
  • Level 6: Clairvoyant Combatant – When forming a telepathic bond with a creature using Awakened Mind, the Warlock can force that creature to make a Wisdom saving throw. On a failed save, the creature has Disadvantage on attack rolls against the Warlock, who has Advantage on attack rolls against that creature for the duration of the bond.
  • Level 10: Eldritch Hex – The Warlock always has the Hex spell prepared. When casting Hex and choosing an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.
  • Level 10 Thought Shield – The Warlock’s thoughts can’t be read by telepathy or other means unless allowed. The Warlock also has Resistance to Psychic damage, and whenever a creature deals Psychic damage to them, that creature takes the same amount of damage.
  • Level 14: Create Thrall – Summon Aberration doesn’t require Concentration if desired, and instead its duration becomes 1 minute, and when summoned, the Aberration has a number of Temporary Hit Points equal to the Warlock’s level plus their Charisma modifier. In addition, the first time each turn the Aberration hits a creature under the effect of Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.


The Great Old One might be the subclass with the biggest amount of meat on its bone, and that doesn’t just mean the Cthulhu-like entity that grants this pact. Level 3 and Level 10 each have additional subclass features, so the Warlock gains even more bang for their buck. The telepathic abilities may just seem like utility, but they gain use in combat at later levels, so Warlocks with this patron could easily snowball in higher-level campaigns.

6 The Fathomless

Gain Great Affinity with Water

 kraken arm

Expanded Spell List for the Fathomless

  • 1st Level – Create or Destroy Water, Thunderwave
  • 2nd Level – Gust of Wind, Silence
  • 3rd Level – Lightening Bolt, Sleet Storm
  • 4th Level – Control Water, Summon Elemental
  • 5th Level – Bigby’s Hand, Cone of Cold


Fathomless Subclass Features

  • Level 1: Tentacle of the Deeps – As a bonus action, the Warlock creates a 10-foot-long tentacle at a point they can see within 60 feet. The tentacle lasts for 1 minute. When creating the tentacle, they can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of the player’s next turn. At 10th level in this class, the damage increases to 2d8. As a bonus action, they can move the tentacle up to 30 feet and repeat the attack.
  • Level 6: Oceanic Soul – The Warlock gains resistance to cold damage. In addition, when fully submerged, any creature that is also fully submerged can understand their speech.
  • Level 6: Guardian Coil – When the Warlock or a creature they can see takes damage while within 10 feet of the Tentacle of the Deeps, the player can use their reaction to choose one of those creatures and reduce the damage by 1d8. When they reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
  • Level 10: Grasping Tentacles – The Warlock learns Evard’s black tentacles. It counts as a warlock spell, but it doesn’t count against the number of spells. They can also cast it once without a spell slot once per long rest. Whenever they cast this spell, the caster gains a number of temporary hit points equal to their warlock level. Moreover, damage can’t break their concentration on this spell.
  • Level 14: Fathomless Plunge – As an action, the Warlock can teleport themselves and up to five other willing creatures within 30 feet. Amid a whirl of tentacles, they all vanish and then reappear up to 1 mile away in a body of water the caster has seen (pond size or larger) or within 30 feet of it.


As a Warlock of the Fathomless variety, they will gain affinity with the water, gaining powers such as the ability to summon Kraken-like tentacles, and also have the handy ability to transport themselves and their buddies out of harm’s way. With a good balance of damage resistance and dealing, the Fathomless is an all-around solid choice for Warlocks who don’t know if they want to harm or help.

5 Fiend

Imbue Oneself’s With the Resilience of a Fiend

diablo 4 season 6 theme title found ptr

Expanded Spell List for the Fiend

  • Level 3: Burning Hands, Command, Scorching Ray, Suggestion
  • Level 5: Fireball, Stinking Cloud
  • Level 7: Fire Shield, Wall of Fire
  • Level 9: Geas, Insect Plague


Fiend Subclass Features

  • Level 3: Dark One’s Blessing – When the Warlock reduces an enemy to 0 Hit Points, they gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level. They also gain this benefit if someone else reduces an enemy within 10 feet of them to 0 Hit Points.
  • Level 6: Dark One’s Luck – When the Warlock makes an ability check or a saving throw, they can use this feature to add 1d10 to the roll.
  • Level 10: Fiendish Resilience – Choose one damage type, other than Force, whenever finishing a Short or Long Rest. Gain Resistance to that damage type until another is chosen with this feature.
  • Level 14: Hurl Through Hell – Once per turn when hitting a creature with an attack roll, the Warlock can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of the Warlock’s next turn when it returns to the space it previously occupied or the nearest unoccupied space.


As one might expect when forging a pact with something of a more infernal persuasion, they gain fiery benefits and a few other tricks up their sleeve. A bit more of a mixed bag than certain other subclasses, there is more that players can do with this subclass, and as such it might make it a better pick simply on the basis of adaptability. Though it may be cliche on paper, creative players can still flavor this class for more unique gameplay and interactions.

4 Celestial

Wield Radiant Magic and Healing

Baldur's-Gate-3-Best-Healing-Spells

Expanded Spell List for the Celestial

  • Level 3: Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
  • Level 5: Daylight, Revivify
  • Level 7: Guardian of Faith, Wall of Fire
  • Level 9: Greater Restoration, Summon Celestial


Celestial Subclass Features

  • Level 3: Healing Light – As a Bonus Action, the Warlock can heal themselves or one creature they can see within 60 feet, expending dice from the pool. The maximum number of dice that can be expended at once equals their Charisma modifier. Roll the dice expended, and restore a number of Hit Points equal to the roll’s total. The pool regains all expended dice after a Long Rest.
  • Level 6: Radiant Soul – Gain Resistance to Radiant damage. Once per turn, when a spell the Warlock casts deals Radiant or Fire damage, they can add their Charisma modifier to that spell’s damage against one of the spell’s targets.
  • Level 10: Celestial Resilience – Gain Temporary Hit Points whenever using the Magical Cunning feature or finishing a Short or Long Rest. These Temporary Hit Points equal the Warlock level plus the Charisma modifier. Additionally, choose up to five creatures in sight when gaining these points. Those creatures each gain Temporary Hit Points equal to half the Warlock’s level plus their Charisma modifier.
  • Level 14: Searing Vengeance – When the Warlock or an ally within 60 feet range is about to make a Death Saving Throw, unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of choice within 30 feet of the creature takes Radiant damage equal to 2d8 plus Charisma modifier, and each has the Blinded condition until the end of the current turn. This feature can be used once per Long Rest.


Most players will know Warlocks as more of a DPS class, famous for their staple cantrip Eldritch Blast. But when the part is missing someone of a more holy persuasion, or needs a healer, players can opt to skip playing Cleric or Paladin, and instead use this original take on a class known for its darker and devious casters. As most of the kit revolves around staving off death, players shouldn’t expect to deal out hefty damage when selecting this patron.

3 Genie

A Magical Vessel Can Act as Refuge

The Genie and Aladdin in Aladdin


Expanded Spell List for the Genie

  • 1st Level: Detective Evil and Good (Genie), Sanctuary (Dao), Thunderwave (Djinni), Burning Hands (Efreeti), Fog Cloud (Marid)
  • 2nd Level: Phantasmal Force (Genie), Spike Growth (Dao), Gust of Wind (Djinni), Scorching Ray (Efreeti), Blur (Marid)
  • 3rd Level: Create Food and Water (Genie), Meld into Stone (Dao), Wind Wall (Djinni), Fireball (Efreeti), Sleet Storm (Marid)
  • 4th Level: Phantasmal Killer (Genie), Stone Shape (Dao), Greater Invisibility (Djinni), Fire Shield (Efreeti), Control Water (Marid)
  • 5th Level: Creation (Genie), Wall of Stone (Dao), Seeming (Djinni), Flame Strike (Efreeti), Cone of Cold (Marid)
  • 9th Level: Wish

Genie Subclass Features

  • Level 1: Genie’s Vessel – The patron gifts the Warlock a magical vessel. The vessel is a Tiny object, and it can be used as a spellcasting focus. The player decides what the object is. While touching the vessel, the Warlock gains access to:


  1. Bottled Respite. As an action, magically vanish and enter the vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, the Warlock can hear the area around your vessel. They can remain inside the vessel for up to a number of hours equal to twice their proficiency bonus. They exit the vessel early if they use a bonus action to leave, if they die, or if the vessel is destroyed.
  2. Genie’s Wrath. Once during each of their turns when they hit with an attack roll, they can deal extra damage to the target equal to their proficiency bonus. The type of this damage is determined by the Warlock’s patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid)


  • Level 6: Elemental Gift – The Genie bestows resistance to a damage type determined by their kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). In addition, as a bonus action, the Warlock gains a flying speed of 30 feet that lasts for 10 minutes.
  • Level 10: Sanctuary Vessel – When the Warlock enters Genie’s Vessel, they can choose up to five willing creatures within 30 feet, and the chosen creatures are drawn into the vessel. As a bonus action, any number of creatures can be ejected from the vessel, and everyone is ejected if the Warlock leaves or dies, or if the vessel is destroyed. In addition, anyone who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
  • Level 14: Limited Wish – Use an action to speak their desire into the Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and the requirements of that spell do not need to be met, including costly components; the spell simply takes effect as part of this action.


Included in the supplementary book Tasha’s Cauldron of Everything, the Genie is a new and exciting take on the Warlock class with a wholly creative patron—the wish-granting Genie. Rather than just getting three wishes, the Warlock instead gains access to more spells and other effects determined by the element of their chosen patron. Plenty of versatility, and a handy vessel to escape within, the Genie is a strong subclass.

2 The Undead

Gifts from the Restless Undead

Dungeons and Dragons undead skeletal caster standing on a pile of bodies

Expanded Spell List for the Undead

  • 1st Level – Bane, False Life
  • 2nd Level – Blindness/Deafness, Phantasmal Force
  • 3rd Level – Phantom Steed, Speak with Dead
  • 4th Level – Death Ward, Greater Invisibility
  • 5th Level – Antilife Shell, Cloudkill


Undead Subclass Features

  • Level 1: – Form of Dread – As a bonus action, transform for 1 minute and gain the following benefits while transformed:

  1. You gain temporary hit points equal to 1d10 + your warlock level.
  2. Once during each of your turns, on a successful attack roll, force the creature to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of the Warlock until the end of their next turn.
  3. Become immune to the frightened condition.

  • Level 6: Grave Touched – The Warlock no longer needs to eat, drink, or breathe. In addition, once each turns, when the player hits a creature with an attack roll and roll damage against it, they can replace the damage type with necrotic damage. While you are using Form of Dread, roll one additional damage die when determining the necrotic damage the target takes.
  • Level 10: Necrotic Husk – The Warlock gains resistance to necrotic damage. If transformed using Form of Dread, they instead become immune. In addition, when the Warlock would be reduced to 0 hit points, they can use your reaction to drop to 1 hit point instead and cause their body to erupt. Each creature of choice that is within 30 feet takes necrotic damage equal to 2d10 + warlock level. They then gain 1 level of exhaustion.
  • Level 14: Spirit Projection – As an action, the Warlock can project their spirit from their body. The body left behind is unconscious and in a state of suspended animation. Any damage or other effects that apply to the spirit or physical body affect the other. The spirit can remain outside your body for up to 1 hour or until concentration is broken. When the projection ends, the spirit and body reunite. While spirit projecting, gain the following benefits:


  1. The spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  2. When casting a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
  3. Gain a flying speed equal to the body’s walking speed. The spirit can move through creatures and objects as if they were difficult terrain, but deal1d10 force damage if the spirit ends its turn inside a creature or object.
  4. While using Form of Dread, once during each turn, when the spirit deals necrotic damage to a creature, in turn, regain hit points equal to half the amount of necrotic damage dealt.

Introduced in Van Richten’s Guide to Ravenloft, Warlock can now channel undeadly powers of creatures such as vampires and demiliches, in turn taking on a twisted vision of their visage that can frighten and bolster health. The highest level feature is one that is unique and could see a lot of fun play in-game, whether scouting or in the midst of combat.


1 The Hexblade

Mastery Over Both Sword and Sorcery

Baldur's Gate 3 Wyll

Expanded Spell List for the Hexblade

  • 1st Level – Shield, Wrathful Smite
  • 2nd Level – Blur, Branding Smite
  • 3rd Level – Blink, Elemental Weapon
  • 4th Level – Phantasmal Killer, Staggering Smite
  • 5th Level – Banishing Smite, Cone of Cold

Hexblade Subclass Features

  • Level 1: Hexblade’s Curse – As a bonus action, the Warlock can choose one creature within 30 feet. The target is cursed for 1 minute. The curse ends early if the target dies, the caster dies or is incapacitated. Until the curse ends, the Warlock gains the following benefits:

  1. A bonus equal their proficiency bonus to damage rolls against the cursed target.
  2. Any attack roll they make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  3. If the cursed target dies, the Warlock regains hit points equal to their warlock level + Charisma modifier.


  • Level 1: Hexblade Warrior – Gain proficiency with medium armor, shields, and martial weapons. Whenever the player finishes a long rest, they can touch one weapon they are proficient with and that lacks the two-handed property. When they attack with that weapon, they can use their Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • Level 6: Accursed Specter – When the Warlock slays a humanoid, they can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half the Warlock’s level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
  • Level 10: Armor of Hexes – If the target cursed by Hexblade’s Curse hits the Warlock with an attack roll, they can use your reaction to roll a d6. On a 4 or higher, the attack instead misses, regardless of its roll.
  • Level 14: Master of Hexes – When the creature cursed by Hexblade’s Curse dies, the caster can apply the curse to a different creature within 30 feet. When they apply the curse in this way, they don’t regain hit points from the death of the previously cursed creature.


The age-old question when starting a D&D campaign–martial class or caster? It can be a tough question to answer, especially if the party is already balanced and there are no roles that need to be filled. Well with the Hexblade patron, players no longer need to agonize over this choice. Instead, they can simply pick this subclass and enjoy the best of both worlds. The perfect balance between the two modes of play makes the Hexblade the best current patron in D&D, even with One D&D now on the market.

dungeons-and-dragons-series-game-tabletop-franchise

Dungeons and Dragons

Franchise
Dungeons & Dragons

Original Release Date
1974-00-00

Designer
E. Gary Gygax , Dave Arneson

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