D&D 5e Warlock Subclass Ratings Ranked Best to Worst featured image is from Baldur’s Gate: Descent into Avernus. This article contains affiliate links that add gold to our coffers.
Despite D&D 5e’s problem with short rests, the Warlock class has found its way into the hearts of many modern players. Warlocks are versatile, and appealing to players who enjoy options and customization with character creation. Within the Warlock’s malleable chassis are solid subclasses with surprisingly cohesive mechanics from the PHB to now.
Which of those Warlock subclasses are the best?
Premise and Rating System
I’m rating each subclass based on the game overall for Warlocks only, so I’m not comparing a Fighter subclass to a Warlock subclass. That wouldn’t feel fair. I also rate each subclass based on five criteria:
- High-level Functionality: How well the subclass functions and keeps up with other options beyond level ten.
- Low-level Functionality: How well the subclass functions and keeps up with other options between levels one to nine. The subclass might be a strong multiclass dip option.
- Versatility & Fun: The subclass offers multiple ways to play it without making a player feel stuck. Features are enjoyable and cohesive.
- Design & Accessibility: I favor character options that are easy to understand and use. If they’re innovative and unique to other character options in the game, even better. A subclass that reinvents or reinvigorates neglected game mechanics receives top marks.
- Lore & Roleplaying: Subclasses that evoke fantastic stories, diverse flavors, and conceptually imaginative themes.
This clearly isn’t a science, but it’s the system that works for me! It also helps me to be objective and not feel burdened by community perceptions.
Quick Poll: Favorite Warlock Subclasses from the 5e Community
Before or after you read through my Warlock subclass ratings, let us know which is your favorite! Voting will reveal the votes of others, too.
Skip to Your Favorite Warlock Subclass Rating
— Archfey
— Celestial
— Fathomless
— Fiend
— Great Old One
— Genie
— Hexblade
— Undead
— Undying
Archfey Warlock Subclass (PHB)
Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Charm or frighten creatures in a small area. React to attacks with invisibility and teleportation. Charm immunity and a reaction to turn charms back on enemies. Use an action and commit concentration to charm or frighten a creature for one minute as it becomes lost in an illusory reality.
- High-level Functionality: ★★
- Low-level Functionality: ★★★★
- Versatility & Fun: ★★★
- Design & Accessibility: ★★★★
- Lore & Roleplaying: ★★★★
Flutes’ Evaluation (3/5)
The best part of this subclass at low levels may be its expanded spell list. The spells are useful and impactful at the levels they’re acquired, and they can easily be swapped out later to utilize Pact Magic spell slot scaling best.
Fey Presence has its uses in and out of combat. You don’t have to concentrate on it, and your beguiling presence may not be visibly evident to onlookers. I think any easy change to this feature in modern D&D 5e would be to allow it PB times per long rest. Charming or frightening enemies can be impactful, so don’t sleep on this feature!
Misty Escape is useful if you get surrounded and need to shake off aggression for a turn. Teleporting while turning invisible is a premium dual option for your character to obtain.
Beguiling Defenses feels like a feature overshadowed by the Fey Wanderer Ranger subclass. Turning only charmed effects back on their origins may not be a fun experience. Charming creatures may not be charmable, after all. It’s nice that you can do this every round with your reaction if you choose.
Dark Delirium is a paltry attempt to match the Fiend Warlock’s Hurl Through Hell feature. This one pales in comparison because of the concentration requirement, the lack of unique benefits, and the saving throw.
Celestial Warlock Subclass (XGtE)
Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Learn the Light and Sacred Flame cantrips. Heal allies with a bonus action with your dice pool of healing. Resist radiant damage and deal more radiant and fire damage. Give temporary hitpoints to your party when you rest. Shoot back to life when you make a death saving throw and deal radiant damage in an area.
- High-level Functionality: ★★★★
- Low-level Functionality: ★★★
- Versatility & Fun: ★★★
- Design & Accessibility: ★★★★
- Lore & Roleplaying: ★★★★
Flutes’ Evaluation (4/5)
The Light cantrip is fine to grab, but Sacred Flame is objectively worst than Eldritch Blast. Healing Light makes you the Healing Word class. It’s nice to have a pool of healing as a bonus action at range in case someone is knocked out during combat.
The expanded spell list might be useful for a Warlock. Revivify is a safety mechanic for parties that don’t have healers. Guiding Bolt is a strong spell for Warlocks at level one. Cure Wounds is a trap for this type of character unless you are casting it during short rests when you’ll regain your spell slots anyway. Most of the other spells are underwhelming.
Radiant Soul is a fun feature since it’s both defensive and offensive. You can resist radiant damage while dishing out more radiant (and fire) damage with your own spells. This will help Guiding Bolt and other spells to be more impactful for you.
Celestial Resilience is effectively a free Inspiring Leader feat for you. It’s a fine feature for a Warlock since they want to conduct short rests. You can provide a lot of pre-healing of temporary hitpoints with this Celestial Warlock feature.
Searing Vengeance is a fantastic subclass capstone, though it requires you to be severely injured. You can burst back to life when making a death saving throw, preserving your turn, dealing damage to nearby enemies, and blinding those enemies without a saving throw.
This subclass isn’t exciting or inspiring to me, but its features are not bad! They’re safe design choices that don’t excessively rock the 5e boat. Players may have a difficult time imagining a celestial granting them power with a pact, but it’s not too out there to imagine.
Fathomless Warlock Subclass (TCoE)
Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Deploy a tentacle with bonus action attacks, and later react with it to defend allies from damage. Swim and breathe underwater. Resist cold damage and freely communicate with other creatures when you’re submerged in water. Learn a greater version of Evard’s Black Tentacles that gives you temporary hitpoints and can’t have its concentration ended by damage taken. Use bodies of water to teleport.
- High-level Functionality: ★★★
- Low-level Functionality: ★★★★
- Versatility & Fun: ★★★★
- Design & Accessibility: ★★★★
- Lore & Roleplaying: ★★★★
Flutes’ Evaluation (4/5)
Tentacles of the Deeps is a feature that provides quick damage output boost to the Fathomless Warlock. The spectral tentacle can easily be re-flavored, too. Immediately weaponized the character’s bonus action is clutch. Fathomless Warlocks can use the class Eldritch Blast with their action and combo it with Tentacle of the Deeps. Cold damage is cool (no pun intended), and slowing speed can help keep allies out of harm’s reach. The tentacle damage also scales with more dice at higher levels. Wow, this feature also can be used PB times per long rest.
We’re not done at level one! You also gain a massive swimming speed of 40 and underwater breathing. It’s rare to gain a new speed above 30. You’re essentially gaining permanent effects of a second-level spell and a third-level spell with these benefits.
Oceanic Soul will usually become a ribbon feature for you, but it’s nice to have. If you’re choosing the Fathomless Warlock, you’ll probably have opportunities to speak with fish. The cold damage resistance is appreciated because it also benefits diving at great depths or ascending to high elevations in cold climates!
Guardian Coil also comes at level six. You can now react with your summoned spectral tentacle to reduce incoming damage to allies. It’s not limited to attack damage, either. This scales quickly at level ten from 1d8 to 2d8 of damage reduction (nice).
Grasping Tentacles is a special casting of Evard’s Black Tentacles that you gain without needing to select it. Once per long rest, you can cast the specialized version of this spell to give you temporary hitpoints and fortify the spell’s concentration. It’s like gaining an extra spell slot, though it’s limited to casting EBT.
Fathomless Plunge is a unique group teleportation feature. It relies on nearby bodies of water to be useful, which many parties and settings can’t guarantee. This feature can get you out of a tough situation, though.
I enjoy the roleplaying potential of this subclass. Tying it to the sea in meaningful ways is exciting and thematic. Some DMs may experience difficulty roleplaying fish all the time, but I’m here for it! I experienced the fun of roleplaying this subclass when I played in this stream hosted by Tabletop Bob (he makes excellent clam NPCs).
Fiend Warlock Subclass (PHB)
Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Gain temporary hitpoints when reducing enemies to zero hitpoints. Add 1d10 to an ability check or saving throw. Rest to adapt to a damage type of choice, gaining resistance (ignored by magical/silvered weapons). Banish an enemy to hell with your attack until the end of your next turn, dealing 10d10 psychic damage when they return (no saving throw).
- High-level Functionality: ★★★★
- Low-level Functionality: ★★★★
- Versatility & Fun: ★★★★★
- Design & Accessibility: ★★★
- Lore & Roleplaying: ★★★★
Flutes’ Evaluation (4/5)
Back when Warlocks only had three subclasses, this was the clear standout option for me. Fiend Warlock features hold up even against modern D&D 5e Warlock subclasses. Fiends are good at making deals, so they better make worthy patrons!
The early spell list feels like a list of duds, but they get better when the Fiend Warlock reaches level five and obtains third-level spells. Fireball is a clear choice. Fire Shield and Wall of Fire will appeal at level seven, too.
Dark One’s Blessing at level one is exciting. It has the bag-of-rats dilemma where the character could slay little creatures to gain temporary hitpoints, but it’s not a severe case of it. Multiclassing with Fiend Warlock is enticing since players who enjoy combat and dealing damage may want the defensive benefit with one level in Warlock.
Dark One’s Own Luck is another popular feature. It fortifies important saving throws and skill checks, though 1d10 will vary in how impactful it is. Rolling a one is unfortunate! It’s also tough to know when to use Dark One’s Own Luck since it’s a one-time resource per short rest. It’s less of a gamble to use it if the party regularly utilizes short rests.
Fiendish Resilience is another fantastic defensive feature, though it doesn’t work on the damage from magical weapons or silvered weapons. At this level of play, it’s unfortunate not to resist damage from magical attacks, potentially nullifying the choices of bludgeoning, piercing, or slashing damage. You’ll also want intel on the type of monsters you’ll be fighting so you can select a relevant type of damage resistance.
Hurl Through Hell is a standout feature. It doesn’t rely on saving throws; it just works. You can remove a creature from combat for a round and deal massive amounts of psychic damage (average 55). I’ll never turn down reliable psychic damage. This feature is fun and powerful enough that I don’t mind its limit to once per long rest.
This used to be the standard for Warlock characters, but it can get outclassed in modern D&D 5e. It’s still a fine choice despite being overshadowed by the newer Warlock subclasses.
Genie Warlock Subclass (TCoE)
Summary of subclass features: Gain a few spell options, depending on the type of genie they choose, that Warlocks can’t normally learn, but you don’t automatically learn them (eventually having Wish as an option). Acquire a tiny lamp or another small vessel that you can magically enter; you can rest while in the vessel. Deal bonus damage with an attack once per turn. Get damage resistance and a bonus action to fly temporarily. Bring allies into your vessel and short rest in ten minutes with a PB healing boost. Cast a spell of 6th level of lower with a casting time of one action without components once per 1d4 long rests.
- High-level Functionality: ★★★★★
- Low-level Functionality: ★★★★★
- Versatility & Fun: ★★★★★
- Design & Accessibility: ★★★★★
- Lore & Roleplaying: ★★★★★
Flutes’ Evaluation (5/5)
One of my favorite aspects of the Genie Warlock is its synergy with the Warlock class’ need for short rests. Bottled Respite helps the Warlock to safely and quickly complete short rests to regain spell slots. Extending this benefit to the whole party at later levels is inspired, too. Genie’s Wrath is an appreciated damage boost to enable multiple combat styles while still benefiting the go-to Eldritch Blast tactics. Short rests for me and the entire party in ten minutes with shelter? Yes, please!
In addition to synergy with the Warlock class features, this subclass also has heaps of options. Players can select a type of genie to make a pact with. Their choices affect spells, damage resistances, and damage types. I adore this kind of versatility in a subclass. The theme is also easier to imagine than detached, otherworldly entities (though those are cool). I can imagine many ways to build a backstory and character concept around a Genie patron.
Genie Warlocks can also fly as a bonus action several times per long rest. This flight lasts a solid ten minutes with no concentration, and thirty feet of flying speed with hover is plenty. You can easily stay out of harm’s reach, explore unreachable areas, and more.
Let’s not ignore that Wish is on this subclass’ spell list. Gaining Wish at high levels with Mystic Arcanum is a massive power boost to this subclass at tier-four of play. You effectively gain access to any spell of 8th level or lower.
This is a fantastic subclass for Warlocks! I’m giving it five stars in all categories.
Great Old One Warlock Subclass (PHB)
Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Communicate telepathically with nearby creatures. React to give an enemy’s attack disadvantage against you, which in turn gives you advantage on an attack during your next turn if the enemy’s attack misses. Become immune to mind reading and resistant to psychic damage. Deal psychic damage equal to psychic damage you take to your attacker. Indefinitely charm a humanoid and telepathically communicate on the same plane of existence.
- High-level Functionality: ★★★★
- Low-level Functionality: ★★
- Versatility & Fun: ★★★
- Design & Accessibility: ★★★
- Lore & Roleplaying: ★★★★
Flutes’ Evaluation (3/5)
This never seemed like a bad subclass, but its style isn’t for everyone. The GOO Warlock specializes in manipulation and unknowable creepiness. Its first feature, Awakened Mind, has been outclassed by many newer D&D 5e character options. There are playable races, spells, and subclasses that can utilize telepathy in better, lasting ways. Awakened Mind is still good, but it’s not unique anymore.
The Great Old One’s expanded spell list is ok. Most of them aren’t standouts that I’d deem pickable, but they’re certainly thematic. They’re often fine at the levels you can get them, but they may warrant swapping out at later levels. After all, Warlocks crave spells that are always good or that upcast well with Pact Magic spell slot progression.
Entropic Ward fails its flavor. It doesn’t match the theme, and its mechanical payoff is impoverished. Sadly, I see WotC creating similar designs almost ten years later since Entropic Ward is trash for a Warlock. Other classes could use Entropic Ward to greater effect, but it’s wasted on a Warlock.
The level-ten feature, Thought Shield, is a niche feature that defends against psychic assaults while reflecting damage back to the origin. It also prevents mind reading, which is cool and thematic. Some spells in modern D&D 5e semi-retire this feature, but it’s still good if you’ll face enough psychic creatures.
Create Thrall is fantastic. It’s the feature I’d look forward to as a GOO Warlock. Charming a humanoid indefinitely can be critically useful in the right campaign. It’s not much good in a dungeon delve, but city-based social campaigns and adventures will highlight Create Thrall’s potency. I like that the feature doesn’t require spellcasting or any kind of visual queue that someone becomes your thrall. You have to touch them while they’re incapacitated, but that should be fine. Global telepathy with a thrall is desirable for keeping a thrall in check.
Hexblade Warlock Subclass (XGtE)
Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Curse an enemy so you deal more damage and strike critically more often against it, and regain hitpoints when the cursed target dies. Become proficient with medium armor, shields, and martial weapons. Perform weapon attacks with your Charisma instead of your Strength or Dexterity (with some limitations that can be lifted with Pact of the Blade). Raise a specter of your enemies to fight for you. Your cursed target essentially has to flip a coin to hit you or not. You can eventually pass your curse between creatures when they die.
- High-level Functionality: ★★★★
- Low-level Functionality: ★★★★★
- Versatility & Fun: ★★★★
- Design & Accessibility: ★★★★★
- Lore & Roleplaying: ★★★★★
Flutes’ Evaluation (5/5)
This subclass has made waves in the D&D 5e player base since it joined the core rules. The multiclassing value with one or two levels is impressive. Characters will gain armor and weapon proficiencies, spellcasting (including the Shield spell option), Charisma-based attacks, and a curse to deal more damage that scales with PB (not Warlock level). It even affords hit point regeneration. Part of its success is the fact that many classes that also specialize in Charisma have much to gain: Sorcerers, Paladins, and Bards.
Aside from multiclassing, the Hexblade Warlock is a good character option on its own. Accursed Specter is a neat feature to gain an autonomous ghost to serve you for a while. It can be of use during long rest utility, combat action economy, scouting, and whatever you’d like to do with it. This may be the Hexblade’s weakest feature, but creative players will enjoy it.
Armor of Hexes adds consistency to the character’s defenses if a reaction can be spared. If you’ve run out of Shield spells or you are only attacked once, this is your option for a 50/50 chance to dodge an attack from a cursed target. Lastly, Master of Hexes gives you more uses of your Hexblade’s Curse if you’re willing to forego regenerating.
This subclass is certainly front-loaded, but its later features are ok. It’s still a d8 hit point class, so it’s not going to be tanky enough to sit on the frontlines for long. It’s easy to fall for the frontline trap with this subclass. The lore behind a Hexblade pact seemed strange to me at first, but I learned about many sensible concepts for the pact over the years. It’s a strong narrative!
I’m not sure that this subclass was good for the game, but I think that’s more of a failing of how some classes come with level-one subclasses. I don’t believe Hexblade is overpowered or game-breaking. It definitely fixed the problem that Pact of the Blade had, which was that they were MAD (multiple ability-score dependent). With Hexblades, players can properly focus on the Pact of the Blade to play a spell sword archetype. For that reason, I think this subclass is actually a smart design choice. D&D 5e designed itself into some corners, but the Hexblade overcomes some hurdles. Multiclassing power builds are a small price to pay for enabling the Pact of the Blade.
I thought I’d be docking this subclass for game design, but I actually think it’s good for the game.
Undead Warlock Subclass (VRGtR)
Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Transform as a bonus action for temporary hitpoints, attacks that can frighten enemies, and immunity to fright. You don’t need to eat, drink, or breathe. Turn an attack into necrotic damage once per turn, and add extra damage while transformed. You resist necrotic damage, and you’re immune to it while transformed. Survive with one hitpoint when you’d normally be reduced to zero hitpoints, gain a level of exhaustion, and deal necrotic damage to nearby creatures of your choice.
Your spirit can leave your body to gain several effects: both your spirit and body resist slashing, piercing, and bludgeoning damage, you can cast conjuration and necrotic spells without components (as long as the materials lack a gold cost), flying, and ethereal movement. You regain hitpoints when you transform and deal necrotic damage.
- High-level Functionality: ★★★★★
- Low-level Functionality: ★★★★★
- Versatility & Fun: ★★★★
- Design & Accessibility: ★★★★★
- Lore & Roleplaying: ★★★★★
Flutes’ Evaluation (5/5)
Yet another Warlock subclass that makes an excellent multiclassing dip, the Undead patron comes with a powerful transformation. Activated as a bonus action to gain several defenses and a passive offensive tool is fantastic. Sorcerers and Bards who want to focus on spellcasting will love this subclass. The potential to frighten enemies with Eldritch Blast is a useful control tactic for spellcasters. This transformation also can be used more often based on PB, not Warlock level.
Aside from multiclassing, this subclass scales well. Grave Touched gives a useful ribbon feature plus a damage boost. Necrotic Husk is a powerful defense against necrotic damage and lethal damage.
Spirit Projection is a supremely interesting feature. It has a multitude of possibilities and angles to explore. It requires concentration, or it would be outrageous!
This subclass is obviously an upgrade of the Undying Warlock (coming up below). It enables several builds for Charisma-based spellcasters and users of fear. The theme is strong and clear, so roleplaying comes naturally. The features have a built-in flavor that makes roleplaying fun in and out of combat. The only category I’ll dock this subclass on is versatility since it’s fairly clear what it specializes in, but it doesn’t have any features that work against character options. Oh, and I love its expanded spell list, for the most part.
Undying Warlock Subclass (SCAG)
Summary of subclass features: Gain a few spell options that Warlocks can’t normally learn, but you don’t automatically learn them. Get the Spare the Dying cantrip and advantage on saving throws against disease. Undead creatures need to roll a Wisdom saving throw to attack you. Succeeding at death saving throws or stabilizing creatures with Spare the Dying allows you to regain hitpoints. You can hold your breath indefinitely, and you don’t need food, water, or sleep (you still need to rest). Regain hitpoints as a bonus action based on your Warlock level. Freely reattach body parts to yourself when severed.
- High-level Functionality: ★
- Low-level Functionality: ★★
- Versatility & Fun: ★★
- Design & Accessibility: ★
- Lore & Roleplaying: ★★★★
Flutes’ Evaluation (2/5)
The only stand-out spell on the expanded spell list is Death Ward. Everything else is uninspiring for a Warlock. I like Silence, but it doesn’t work well with Warlocks.
Among the Dead might seem like it would be useful in a campaign with undead creatures, but it’s negated when the Warlock harms an undead creature. It can also make undead creatures attack your allies instead. It’s an uninspired subclass feature, especially at level one.
Defy Death is one of the most strange features I’ve ever seen. The heal is pitiful when used to stabilize someone else. Saving yourself, you’ll still lose a turn to make the death saving throw. You’ll surely survive if you pass the death saving throw, but you still need to pass. If you play your cards right, you won’t ever need this feature. Even if you get knocked out, you still might not need this.
Undying Nature is basically a ribbon feature. It’s cool to ignore many things that living creatures require, but it isn’t sufficient for an entire level-ten feature.
Indestructible Life is similar to Defy Death in my eyes; it sucks and is needlessly restricted. I like the ability to regain body parts, but most DMs don’t dismember player characters.
This subclass is notoriously bad. It was clearly reworked as the Undead Warlock (see above) from VGtR, which is far more functional and enticing to play.
Warlock Subclass Rankings Best to Worst
- Genie
- Undead
- Hexblade
- Fiend
- Fathomless
- Celestial
- Archfey
- Great Old One
- Undying
The best Warlock patrons are Genie, Undead, and Hexblade. The worst ones are Undying, Great Old One, and Archfey. I appreciate how the Fiend has never felt overpowered, but it persists as a worthy option from the PHB.
What is the best Warlock subclass in D&D 5e?
The Genie is the best Warlock patron for its versatility and relevance in all aspects of play. The Undead and Hexblade are clearly strong options, though they can be narrower in their specialties and more suited as multiclass dips.
What is the worst Warlock subclass in D&D 5e?
The Undying Warlock patron is certainly the worst. Its features are incredibly weak and niche. You seldomly find very little value in the subclass.
Conclusion
Warlocks are a favorite class of many D&D 5e players for good reasons. They’re highly customizable and enjoyable to roleplay. The Warlock Patrons are loaded with potential, and many of them are enticingly powerful. Keep in mind which ones are best when you choose your Warlock subclass. Then you’ll know what you’re getting into.
Remember, take the poll at the top of this article to share your favorite Warlock subclass. You can also cast Message in the comments section below to let us know your thoughts on my ratings, rankings, or your own opinions/experiences!
You can browse more Warlock content and class/subclass options from Flutes Loot authors. We have plenty of content for you. Thanks for reading!
I’ve been waiting for this article for a while, thank you
I’m happy to deliver!
I’ve been playing D&D for almost 4 years now, but it’s my first time playing warlock. My character is a bit of a strange build (aarakocra warlock), and our party is a party of 6, including myself. I usually play fighters and barbarians, so playing a spellcaster has pushed the limits of D&D knowledge. I had our DM and two other players telling me to play a warlock of the fiend, and the other three players saying hexblade. Since aarakocra is such a unique race, what do you suggest?
Hi Charles, my suggestions follow my ratings in this article. You must mostly determine if you picture yourself as a melee Warlock or an Eldritch Blast slinger. Being a flying character, you might have fun using Eldritch Blast with invocations that enhance the cantrip. It also matters somewhat if you plan on multiclassing or not. It all depends 🙂