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Bestowed magic from otherworldly beings, Warlocks are capable of powerful Eldritch spells. Depending on their patron, they’ll have access to different spells, some being unique to a certain patron. Warlocks tend to be versatile in their magic, but because of their smaller number of spell slots, each spell matters. They might sometimes resort to using their melee weapons or cantrips only, so their spells need to matter. Not just for combat but for general use too.
Warlock spells
Before we go through our list of top five Warlock spells, we need to know which are the spells currently available to Warlocks.
Cantrips:
Eldritch Blast
Blade Ward
Minor Illusion
Chill Touch
Friends
Mage Hand
Poison Spray
True Strike
1st Level:
Armour of Agathys
Arms of Hadar
Dissonant Whispers(Great Old One Only)
Tasha’s Hideous Laughter(Great Old One Only)
Burning Hands (Fiend Only)
Charm Person
Command (Halt)(Fiend Only)
Expeditious Retreat
Hellish Rebuke
Hex
Protection from Evil and Good
Witch Bolt
2nd Level:
Crown of Madness
Cloud of Daggers
Shatter
Burning Hands
Ray of Enfeeblement
Hold Person
Blindness
Darkness
Invisibility
Misty Step
Mirror Image
Scorching Rays
5 – Scorching Rays
One of Warlock’s main dps spells, if you were to target all three scorching rays on one person, that’s 6d6 fire damage on one target. Or you can spread it out more and target multiple foes standing between you and victory.
- Description: 2d6 Fire. Hurl three rays of Fire. Each ray deals 2d6 Fire.
- Level: Lvl 2 spell
- School: Evocation School
- Casting Time: Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: Ranged Attack
4 – Armour of Agathys
If you’re planning on being quite up-close and personal with your enemies then equipping the Armour of Agathys is a must. It’s not the temp hit points you want, it’s the additional damage you can inflict to anyone who hits you with melee attacks. No rolls, just a flat 5 points each time they hit you.
- Description: A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold to any creature that hits you with a melee attacks.
- Level: Lvl 1 spell
- School: Abjuration School
- Casting Time: Action
- Range: –
- Requires Concentration: No
- Saving Throw: None
3 – Misty Step
The ‘get out of here’ or the ‘I need to get there’ spell is useful to every spellcasting class. Misty Step only uses a bonus action but can pretty much get the player anywhere they might need to be. Whether it’s a matter off escaping trouble or quickly joining a fight.
- Description: Surrounded by black mist, you teleport to an unoccupied space you can see.
- Level: Lvl 2 spell
- School: Conjuration School
- Casting Time: Bonus Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: None
2 – Hex
Any spells that help deal a consistent amount of damage each turn are a must. Hex deals an additional d6 along with any attack you hit them with, and if you kill your opponent, you can recast Hex on another target with ease.
- Description: Curse a creature to deal an additional 1d6 Necrotic whenever you hit it with an attack. The creature also has disadvantage on ability checks for one ability of your choosing.
- Level: Lvl 1 spell
- School: Enchantment School
- Casting Time: Bonus Action
- Range: –
- Requires Concentration: Yes
- Saving Throw: None
1 – Eldritch Blast
There’s no debating that Eldritch Blast is the best and strongest cantrip in all of Baldur’s Gate 3. With the additional invocations that can add additional damage to your rolls, Eldritch Blast deals a great amount of damage which only increases as the player’s level increases too.
- Description: 1d10 Force. Conjure a beam of crackling energy that deals 1d10 Force.
- Level: Cantrip
- School: Evocation School
- Casting Time: Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: Ranged Attack
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