Warlock - Baldur's Gate III Guide - IGN (2024)

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Warlock is a playable class in Baldur’s Gate 3. This guide will provide an overview of this class, including Warlock subclass options, class features, and class actions in BG3.

“Bound by a pact to an all-powerful patron, warlocks trade their loyalty for supernatural abilities and unique magic.”

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Warlock Class Features

Class features are benefits to your character. As a Warlock, you gain the following class features:

  • Warlock Spell Slots: Your warlock spell slots are always at the highest available level and recharge on a short rest.

Warlock Cantrips

Cantrips are spells that can be cast at will without using a spell slot. At character creation, choose two of the following available Cantrips:

CantripDescription
Blade WardTake only half the damage from Bludgeoning, Piercing, and Slashing attacks.
Bone ChillPrevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.
Eldritch BlastConjure 1 beam(s) of crackling energy.
FriendsGain Advantage on Charisma Checks against a non-hostile creature.
  • This spell can be cast while you are Silenced.
Mage HandCreate a spectral hand that can manipulate and interact with objects.
Minor IllusionCreate an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell.
  • This spell can be cast while you are Silenced.
Poison SprayProject a puff of noxious gas.
True StrikeGain Advantage on your next Attack Roll.

Warlock Proficiencies

Weapon and armour proficiencies do not impose disadvantage on Attack rolls or prevent the casting of spells.

Warlocks are proficient with the following Weapons:

  • Simple Weapons

Warlocks are proficient with the following Armour:

  • Light Armour

Additionally, Warlocks may choose two skill proficiencies from the list below. You cannot choose a skill that already has proficiency from your Background or Race.

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  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
  • Deception
  • Intimidation

Skill proficiency adds a bonus to those skill checks, making you more likely to succeed.

Warlock

The Warlock is an infernal spellcaster that draws their power from a pact they made with a demonic patron. They wield a unique set of spells that no one else can pick up without the appropriate feat. Regardless, they alone acquire the Invocations that bring out the true power of their spells. The following are the best feats to help your Warlock achieve ultimate power.

Best Feats for Warlocks
Ritual CasterYou learn two ritual spells of your choice.
Magic Initiate: SorcererYou learn 2 cantrips and a Level 1 spell from the Sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
War CasterYou gain Advantage on Saving Throws to Maintain Concentration on a spell.
You can also use a reaction to cast Shocking Grasp at a target moving out of melee range.

Warlock Subclasses

At character creation, choose one of the following subclasses:

  • The Fiend
  • The Great Old One
  • The Archfey

The Fiend Features

"Warlocks in service to fiends work toward corrupting, destructive ends -- intentionally or otherwise -- and receive hellish blessings in turn."

In addition to Warlock class features, The Fiend has the following subclass features:

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  • Dark One’s Blessing: When you reduce a hostile creature to 0 hit points, this gift from your patron grants you 4 temporary hit points.

Choose two of the following Spells:

SpellDescription
Armour of AgathysGain 5 temporary hit ponts and deal 5 Cold Damage to any creature that hits you with a melee attack.
Arms of HadarPrevent targets from using reactions.
Burning HandsEach flammable target is hit with 3-18 Fire damage.
Charm PersonCharm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
  • Enemies have Advantage on Saving Throws against being Charmed.
CommandCommand a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Expeditious RetreatGain Dash immediately and as a bonus action on each of your turns until this spell ends.
Hellish RebukeReact to your next attacker with flames that deal 2-20 Fire damage.
  • On Save: Target still takes half damage.
HexMake your attacks deal an additional 1-6 Necrotic damage to the target and give it Disadvantage on an Ability of your choosing.
  • If the target dies before the spell ends, you can Hex a new creature without expending a spell slot.
Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
  • The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage.
Witch BoltLink yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it.

The Great Old One Features

"Warlocks bound to eldritch beings in the Far Realms work toward inscrutable goals, gaining strange powers over entropy and the mind."

In addition to Warlock class features, The Great Old One has the following subclass features:

  • Mortal Reminder: When you land a Critical Hit against a creature, that creature and any nearby enemies must succeed a Wisdom Saving Throw or become Frightened until the end of their next turn.

Choose two of the following Spells:

SpellDescription
Armour of AgathysGain 5 temporary hit ponts and deal 5 Cold Damage to any creature that hits you with a melee attack.
Arms of HadarPrevent targets from using reactions.
Charm PersonCharm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
  • Enemies have Advantage on Saving Throws against being Charmed.
Dissonant WhispersFrighten a creature: it will be easier to hit and cannot move.
Expeditious RetreatGain Dash immediately and as a bonus action on each of your turns until this spell ends.
Hellish RebukeReact to your next attacker with flames that deal 2-20 Fire damage.
  • On Save: Target still takes half damage.
HexMake your attacks deal an additional 1-6 Necrotic damage to the target and give it Disadvantage on an Ability of your choosing.
  • If the target dies before the spell ends, you can Hex a new creature without expending a spell slot.
Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
  • The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage.
Tasha’s Hideous LaughterInflict a creature with fits of laughter, leaving it Prone without the ability to get up.
Witch BoltLink yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it.

The Archfey Features

"Graced by a lady or lord of the fey, you are imbued with all the sumptuous and scary qualities of your patron’s extraordinary realm."

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In addition to Warlock class features, The Archfey has the following subclass features:

  • Fey Presence: Charm or Frighten nearby foes with the feywild’s beguiling, disturbing magics.

Choose two of the following Spells:

SpellDescription
Armour of AgathysGain 5 temporary hit ponts and deal 5 Cold Damage to any creature that hits you with a melee attack.
Arms of HadarPrevent targets from using reactions.
Charm PersonCharm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
  • Enemies have Advantage on Saving Throws against being Charmed.
Expeditious RetreatGain Dash immediately and as a bonus action on each of your turns until this spell ends.
Faerie FireAll targets within the light turn visible, and Attack Rolls against them have Advantage.
Hellish RebukeReact to your next attacker with flames that deal 2-20 Fire damage.
  • On Save: Target still takes half damage.
HexMake your attacks deal an additional 1-6 Necrotic damage to the target and give it Disadvantage on an Ability of your choosing.
  • If the target dies before the spell ends, you can Hex a new creature without expending a spell slot.
Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
  • The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage.
SleepPut creatures into a magical slumber. Select targets up to a combined 24 hit points.
Witch BoltLink yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it.

Up Next: Wizard

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Warlock - Baldur's Gate III Guide - IGN (1)

Baldur's Gate III

Larian Studios

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