Warlock Feat Guide for D&D 2024 (5.5e)

Evaluating every feat for a warlock and finding the best and worst options.

Warlocks have some of the most diverse builds of any full caster in D&D 5e. This is mostly because of their very modular system of eldritch invocations that can serve to transform a warlock’s capabilities.

This means that there’s a lot to consider when grabbing a feat for a warlock with some options working on some builds and not on others.

In this article, I’ve gone through every single feat released for D&D 2024 and evaluated them to help you know which are best and worst for a warlock. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.

I’ve evaluated every feat based on how well I think it fits the warlock class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.

For example, great weapon master can be a great feat for a warlock with pact of the blade, but if you’ve gone for a more pure spellcasting build, then it’s a terrible option. I’ve based my assumptions around the idea that you have a build that fits the feat (as long as that build is sensible for a warlock). My commentary on each feat should give more explanation here when necessary.

As D&D 2024 expands, so will the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:

  • HoF: Forgotten Realms: Heroes of Faerun
  • ABoH: Astarion’s Book of Hungers
  • LFL: Lorwyn First Light

If you just want an at a glance view of how well I’ve scored each feat for a warlock, then I’ve included them all in the tables below for each feat type.

Origin feats by score

ScoreFeats
5/5Lucky, magic initiate, musician, spellfire spark
4/5Alert, Shadowmoor hexer, tireless reveler, tough, vampire’s plaything
3/5Child of the sun, purple dragon rook, savage attacker, skilled, vampire’s plaything, Zhentarim ruffian
2/5Crafter, Emerald enclave fledgling, Lords Alliance agent, vampire hunter
1/5Cult of the Dragon initiate, Harper agent, healer, tavern brawler, tyro of the gauntlet

General feats by score

ScoreFeats
5/5Fey touched, great weapon master, inspiring leader, mage slayer, polearm master, shadow touched, war caster
4/5Genie magic, lightly armoured, purple dragon commandant, resilient, skulker, speedy, weapon master, Zhentarim tactics
3/5Actor, bloodlust, charger, chef, crusher, defensive duelist, durable, fairy trickster, light bringer, love bites, moderately armored, mounted combatant, mythal touched, piercer, poisoner, putrefy, rebuke, ritual caster, skill expert, slasher, spell sniper, telekinetic, telepathic, vampire touched
2/5Athlete, cloying mists, cold caster, delicious pain, dual wielder, lordly resolve, observant, polearm master, sentinel, spellfire adept, street justice, vampire touched
1/5Bomber, crossbow expert, dragonscarred, elemental adept, enclave magic, grappler, Harper teamwork, heavily armored, heavy armor master, keen mind, martial weapon training, medium armor master, order’s resilience, sharpshooter, shield master, street justice, treacherous allure

Epic boon feats by score

ScoreFeats
5/5Boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of recovery, boon of the bright sun, boon of the night spirit
4/5Boon of fortune’s favour, boon of looming shadows, boon of speed, boon of the soul drinker
3/5Boon of bloodshed, boon of combat prowess, boon of communication, boon of energy resistance, boon of fortitude, boon of terror, boon of truesight
2/5Boon of bountiful health, boon of exquisite radiance, boon of poison mastery, boon of skill, boon of the furious storm
1/5Boon of blazing dawn, boon of irresistible offense, boon of misty escape, boon of revelry, boon of spell recall
warlocks fight an eldritch evil
Warlock: Wizards of the Coast
  • Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical if the dithering wizard wants to fireball your foes before everyone charges into the fray. Warlocks tend to have a decent dexterity making this a solid fit for them.
  • Child of the sun (3/5) – LFL – Advantage against blinded for you and nearby allies is situationally decent. Faerie fire is decent at low levels, but hard to justify at higher levels, especially for a warlock who will cast all their spells at higher spell slots. Faerie fire just doesn’t scale that well. It is a free spell casting though, which will be welcome for a warlock.
  • Crafter (2/5) – Maybe decent if you want to do a lot of crafting, or to buy cheaper gear, but considering the cheaper gear is non-magical, I just don’t feel you get enough from this and crafting isn’t of much value unless you’re making magical things (scrolls and items).
  • Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. Warlocks don’t even have a good wisdom to make this reliable.
  • Emerald enclave fledgling (2/5) – HoF – Speak with animals is OK if your DM’s willing to do something useful with your animal conversation. It does tend to be better on charismatic characters though, which warlocks usually are. There are much better ways to use your action in combat than using the help action though, even with the movement.
  • Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with spells or attacks. Everything else is a ribbon feature. Just not a good feat. It’s maybe decent if you’re playing a hobgoblin with their bonus action help.
  • Healer (1/5) – An action to do worse healing than a potion of healing. This also only require a bonus action rather than the action needed here.
  • Lords alliance agent (2/5) – HoF – Heroic inspiration on a critical hit is alright, and warlocks can make a lot of attacks rolls making this more likely. It’s still not going to be common though. The advantage is only gained if you’re within 5ft of a damaged ally, but most warlocks will either avoid melee combat or use hit and run tactics. This can be alright, but isn’t ideal for most warlocks.
  • Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone.
  • Magic initiate (5/5) – Warlocks not only have strong spellcasting capabilities, but they also happen to be in need of more spells slots. This grants that as well as extra spell options from other spell lists. I’d lean towards spells that get more powerful with upcasting for when you repeat cast. This means spells like chromatic orb, cure wounds and healing word are good options.
  • Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
  • Purple dragon rook (3/5) – HoF – The skills are decent for the charismatic warlock. The heroic inspiration you grant is much less than the musician feat so I’d just take that. Technically this is an alright feat, but musician does a similar thing so much better.
  • Savage attacker (3/5) – A blade warlock can get some decent usage here, but there will likely be some turns this isn’t being used while you cast spells.
  • Shadowmoor hexer (4/5) – LFL – Warlocks tend to have enough attacks to justify using hex a fair bit. This makes hex even better and gives you an additional casting (which is particularly handy for a warlock). There are also subclasses that enhance hex further like the great old one patron.
  • Skilled (3/5) – Many warlocks end up as party faces due to their high charisma, but they don’t always have the skills to back this up. Skilled can help fill those skill gaps you have.
  • Spellfire spark (5/5) – HoF – A bit less damage from magic is good for anyone. Sacred flame is a decent cantrip, but being able to cast it as a bonus action is a really useful way to up your damage output in a turn. Cantrips scale in damage with your level so this will get better as you level up. Casting cantrips also won’t get in the way of using levelled spells on the same turn either.
  • Tavern brawler (1/5) – Warlocks should never build for unarmed combat. They should either be casting spells or using their pact blade but definitely not hitting with their fists.
  • Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
  • Tough (4/5) – Some decent extra resilience that’s good for everyone. I’d say this is more useful for blade warlocks that can be a bit on the vulnerable side for melee warriors.
  • Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
  • Vampire hunter (2/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. Vitality ward is great against necrotic damage, but that’s really situational.
  • Vampire’s plaything (4/5) – ABoH – A free healing potion each long rest is really nice and dash and disengage as a bonus action are handy for hit and run builds in particular (but also those wanting to stay out of melee combat).
  • Zhentarim ruffian (3/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening can be decent, but warlocks don’t tend to get a load of opportunity attacks so probably less useful for them.
Warlock
Warlock: Wizards of the Coast
  • Actor (3/5) – If you want to go for disguises and impersonations, then this is great for that. You’ll need to make opportunities where disguises are useful though.
  • Athlete (2/5) – The climb speed is the only thing that’s particularly useful here.
  • Bloodlust (3/5) – ABoH – Most warlocks make plenty of attack rolls (either through their pact blade or eldritch blast) giving you plenty of healing opportunities. Although you expend hit point dice, the trade off is worth it as you usually need healing more in combat than during a short rest and this boosts the healing with your constitution modifier. Slightly better on blade builds who probably take a bit more damage.
  • Bomber (1/5) – ABoH – Warlocks probably don’t want to be making thrown weapon attacks (as you’ll have just chucked away your pact weapon) unless you happen to be lucky enough to have a pact weapon that returns when you throw it. That’s rare and DM dependant though. I wouldn’t normally build for thrown weapon fighting with a warlock.
  • Charger (3/5) – Good for a hit and run build, especially one that’s a bit faster. Charge up to your enemy, push them away, then move a bit further back, trying to keep the real martials between you and other enemies. Only good on a blade warlock though.
  • Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
  • Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat.
  • Cold caster (2/5) – HoF – It’s hard to justify that using this and ray of frost with agonising blast is better than using eldritch blast with agonising blast.
  • Crossbow expert (1/5) – This doesn’t work for a warlock. Pact weapons must be melee weapons. Ranged builds will do better with eldritch blast and even with true strike and a crossbow, this basically adds nothing to your capabilities. I’d avoid for a warlock.
  • Crusher (3/5) – Good for a blade build that wants to use hit and run tactics. Hit the target, push them back, move away and you’ve prevented them making an attack of opportunity.
  • Defensive duelist (3/5) – Decent defensive option for a blade build with a reaction protecting you for the rest of the round.
  • Delicious pain (2/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing can be quite decent, but it doesn’t work on the triggering damage. With warlocks generally being a bit evasive and this having limited uses, I’m not sure it does enough.
  • Dragonscarred (1/5) – HoF – A resistance is good and attempting to frighten with a bonus action can be handy, but this requires 2 feats to make work and you need a decent wisdom, which warlocks don’t have so not worth it.
  • Dual wielder (2/5) – To really get the main benefits of this, you need to be using nick mastery. That means taking the weapon master feat as well or a multiclass dip. That’s decent, but your offhand weapon won’t be a pact blade which makes dual wielders more challenging for a warlock as well as the multi-feat requirements.
  • Durable (3/5) – The self healing is mainly what you want from this. Decent if you’re after a bit more resilience.
  • Elemental adept (1/5) – Not a great feat for anyone and warlocks aren’t known for being particularly heavy on elemental damage making this a poor option for them.
  • Enclave magic (1/5) – HoF – Warlocks may want a capability like this to use with their familiar (if they take pact of the chain), but they can already take gaze of two minds for this without having to take 2 feats that should accomplish what one should on its own.
  • Fairy trickster (3/5) – HoF – Flustering strike is quite good and because it lasts until the end of your next turn, you can cast a saving throw spell then to benefit from the disadvantage. Blade builds should be mixing weapon attacks with spells a decent bit to enjoy these benefits. You probably won’t disengage much, but even if you did, disengaging into difficult terrain is likely rare.
  • Fey touched (5/5) – Misty step is a really handy spells to have available and there’s a free casting of it. Spells like silvery barbs, sleep and Tasha’s hideous laughter all make good 1st level options.
  • Genie magic (4/5) – HoF – There’s a lot of flexibility here as you don’t have to pick a spell. The sorcerer list isn’t huge though, but you’ve got some AoE damage dealers like burning hands or thunderwave. Sleep is a pretty good control spell at this level too. It essentially means you’ve got an extra trick up your sleeve every now and again.
  • Grappler (1/5) – Strength is not a warlock’s forte and unarmed combat just isn’t great for a warlock anyway.
  • Great weapon master (5/5) – Strong option for warlocks using a pact weapon that has the heavy property. Will enhance your damage output a decent bit.
  • Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than casting a spell or attacking, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party members, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action.
  • Heavily armored (1/5) – You’d need to pick up medium armor proficiency too which is too much of an investment.
  • Heavy armor master (1/5) – No heavy armor proficiency so this is pointless.
  • Inspiring leader (5/5) – The ability is great for anyone, but best for classes like warlocks who have high charisma.
  • Keen mind (1/5) – Warlocks generally have poor intelligence so knowledge skills aren’t their strength. Study is rare in the heat of combat so having it as a bonus action is rarely useful.
  • Light bringer (3/5) – ABoH – The healing is nice, but bloodlust is better and light is only OK.
  • Lightly armored (4/5) – Grabbing shield proficiency could be good for some extra AC if you’ve got a hand to spare.
  • Lordly resolve (2/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is good but you’ll need to use your bonus action to activate it and that can be tricky to anticipate.
  • Love bites (3/5) – ABoH – This could stop a creature attacking you for a turn which is interesting for a martial subclass that wants to avoid being damaged. It works automatically on a hit too so no save required. Could be a good way to keep a nasty enemy off your back for a turn, it will take up a bonus action.
  • Mage slayer (5/5) – Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
  • Martial weapon training (1/5) – You shouldn’t need this as you’re proficient with your pact blade.
  • Medium armor master (1/5) – Too much investment to get medium armor proficiency and this.
  • Moderately armored (3/5) – A decent option if you want to invest less in dexterity. However, armor of shadows will get you easy access to mage armor which will be better than this for AC, but require more dexterity investment.
  • Mounted combatant (3/5) – If you can regularly have access to a mount, then this could be decent. Many creatures are smaller than the likely large mount you’ll be riding.
  • Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright and could be a bit of wild fun. Most effects should be positive.
  • Observant (2/5) – Perception is decent for anyone, despite your low wisdom. Search as a bonus action is decent too, but situational. You’re not the best option for this, but it can be OK.
  • Order’s resilience (1/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally which is often not the case for a warlock. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it.
  • Piercer (3/5) – Rerolling damage when using a piercing weapon is decent if that’s the kind of weapon you’re using for your pact weapon. Improved criticals will be rarer, but the extra damage is welcome too.
  • Poisoner (3/5) – 2-6 doses of poison for 50gp is alright if you have lots of money. The extra damage and short poisoned condition are decent and this can become a good use of your bonus action for more damage if you won’t be dual wielding.
  • Polearm master (5/5) – Extra attacks with your bonus action and much easier reaction attacks work great on a blade warlock.
  • Purple dragon commandant (4/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is especially good the more attacks you have which is generally high for most warlocks. The temporary hit points can be applied ahead of combat to keep the strain off your action economy.
  • Putrefy (3/5) – ABoH – You can choose to have a pact weapon cause necrotic damage meaning it can combine with this. The effect isn’t huge, but it does work automatically and you can use it each rest.
  • Rebuke (3/5) – ABoH – The same here. Not a big effect, but it does work automatically and pact weapons can cause radiant damage.
  • Resilient (4/5) – Constitution is probably your best option here (though dexterity could be a good choice too). Fortunately, that will help you out with your concentration which is important for a warlock.
  • Ritual caster (3/5) – If you want some out of combat spellcasting utility, then this can get you a few interesting spells this way and won’t consume precious spell slots while allowing you to be more of a utility caster.
  • Sentinel (2/5) – While blade warlocks might engage a fair bit in melee combat, they rarely want to have attacks focused on themselves or stand their ground at the centre of the melee which this pushes you into.
  • Shadow touched (5/5) – Invisibility is great for scouting, utility and ambushes and another spell can be handy too. Disguise self, color spray or silent image can be good options.
  • Sharpshooter (1/5) – Warlocks don’t really want to be using ranged weapons. It’s cantrips (probably eldritch blast) or pact weapons (which must be melee weapons) so this is a poor option.
  • Shield master (1/5) – Warlocks never have a good reason to build for strength, which this needs. On top of that, you’ll need another feat just to become proficient with shields which makes this challenging.
  • Skill expert (3/5) – Solid if you want to be an expert at a skill, which warlocks might. Especially if you want to become a more reliable party face.
  • Skulker (4/5) – Great on anyone due to the easy blindsight. You won’t get much from improved hiding in combat though as that’s a challenge for anyone other than a rogue.
  • Slasher (3/5) – Speed reduction is basically a weapon mastery effect each turn. Improved criticals is decent, but won’t happen loads. Only good on a blade build though.
  • Speedy (4/5) – Faster movement is useful for most classes. Disadvantage from opportunity attacks will make it easier for you to use hit and run tactics.
  • Spellfire adept (2/5) – HoF – I wouldn’t expect most warlocks to be using radiant spells enough to make this worthwhile. In fact you’re limited to true strike and Jallarzi’s storm of radiance. Jallarzi’s storm is a good option for this as it has an AoE effect meaning the extra damage can affect multiple creatures. True strike probably isn’t your best option though making this limited in scope and options. Ignoring radiant resistance works with a pact weapon, but you can generally get around this anyway just by changing the damage type.
  • Spell sniper (3/5) – Warlocks built around eldritch blast and agonizing blast can get some decent use out of this, especially as you can continue using your enhanced eldritch blast in melee range when the need arises.
  • Street justice (1/5) – HoF – Warlocks are no good at grappling so this is pointless for them. You might try to talk down hostile creatures which is the most use you might get here. Probably not worth the feat just for that, especially considering it only affects intimidation checks.
  • Telekinetic (3/5) – An invisible, silent mage hand is great on a stealth specialist (if you’ve gone that route for your warlock) and pretty solid on any build. Telekinetic shove could be a handy way of getting out of melee range with your bonus action or nudging an enemy into the radius of one of your spells.
  • Telepathic (3/5) – Telepathy is good on a charisma build and can be quite useful for silent communication.
  • Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
  • Vampire touched (3/5) – ABoH – Like fey touched but with worse spells. Spider climb is still useful, especially for sneaky warlocks, and illusion spells can be handy too.
  • War caster (5/5) – Great for warlocks to help maintain concentration on spells. Especially if you’re the kind of warlock that doesn’t shy away from a fight.
  • Weapon master (4/5) – Blade builds may want to grab this so they get a weapon mastery boost with their attacks like the other martials.
  • Zhentarim tactics (4/5) – HoF – A changeable expertise is handy if you’re the party face. Easier opportunity attacks is good for a melee build.
Adventurers fighting a skeletal horde
Adventurers surrounded by undead: Wizards of the Coast
  • Boon of blazing dawn (1/5) – ABoH – Warlocks using weapons can already make their attacks radiant with their pact weapon. Radiant immunity isn’t enough to bother taking this.
  • Boon of bloodshed (3/5) – HoF – The advantage should happen a fair bit which is handy, and advantage is always useful. Extra damage when bloodied is decent, but only a small amount once per turn. Warlocks usually make enough attacks to get decent usage out of this.
  • Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is great for long adventuring days. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust
  • Boon of combat prowess (3/5) – An automatic hit once per round is good as warlocks tend to make a lot of attacks rolls. They won’t be making attacks every turn though (you’ll cast non-attack spells sometimes) so not as useful as it is for dedicated martial classes.
  • Boon of communication (3/5) – HoF – Pretty good on the class that is probably the party face.
  • Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied. Warlocks that like to be in the thick of combat will benefit most here as they’ll be the target of more attacks.
  • Boon of dimensional travel (5/5) – Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either. This will help ranged warlocks be more evasive and is a great way for melee warlocks to use hit and run tactics.
  • Boon of energy resistance (3/5) – More damage resistances is useful and reaction attacks will be occasionally handy. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest.
  • Boon of exquisite radiance (2/5) – HoF – Jallarzi’s storm of radiance is about the only spell where this might be kind of good, but you’re only getting maximum damage on 2d10 here and can’t upcast it. This feels a bit wasted on a warlock and preventing creatures turning undead is rarely useful.
  • Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
  • Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth the transformation. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with.
  • Boon of fortitude (3/5) – Some decent extra resilience. Especially if you pair this with something like bloodlust, that will let you heal yourself more regularly. Not that it’s a huge amount.
  • Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
  • Boon of irresistible offense (1/5) – Bludgeoning, piercing and slashing damage are resisted reasonably often but warlocks already get around this easily by using a pact weapon or spells making this a bit obsolete. The extra damage will be rare and minimal.
  • Boon of looming shadows (4/5) – ABoH – The extra reach is nice for hit and run tactics and dodging as a bonus action can be handy for more durability. I’d probably only consider it on warlocks that engage in melee combat though.
  • Boon of misty escape (1/5) – ABoH – Just a terrible feat.
  • Boon of poison mastery (2/5) – HoF – The resilience to poison attacks is nice as they are quite common. The problem is your only poison spell option is poison spray, which isn’t worth taking this feat for.
  • Boon of recovery (5/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy.
  • Boon of revelry (1/5) – HoF – Not a great spell for anyone.
  • Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same meaning most skills should be covered.
  • Boon of speed (4/5) – More speed is great, escaping grapples is handy but a little situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
  • Boon of spell recall (1/5) – Pointless on a warlock as all your spells slots are level 5 at this point so you can’t recover any spell slots from this.
  • Boon of terror (3/5) – HoF – Immunity to the frightened condition is handy as is expertise in intimidation for the party face. The challenge is stoking fear. If the party has a reliable method for causing the frightened condition, then this could be quite good to consume an enemy’s turn with fleeing. It only needs a reaction too. Good if you can integrate frightened into party tactics.
  • Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent.
  • Boon of the furious storm (2/5) – HoF – Lightning and thunder damage isn’t common enough to take this for the resistances alone. The only real spell options you’ve got that work with this are thunderclap and Jallarzi’s storm of radiance. I’m not sure disadvantage against these spelle is worth it, but if you really want to invest in these 2, then I guess it’s decent.
  • Boon of the night spirit (5/5) – Invisibility gained quite easily and regularly is great for warlocks who generally don’t want to be attracting attacks. Be aware this will only work in shadowy places, but if you spend plenty of time in dungeons, then this should be fine.
  • Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
  • Boon of truesight (3/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads. Warlocks do also have an alternative to this in the form of witch sight through their eldritch invocations which is probably a more economical option, saving your epic boon for something else.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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