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The Best Feats for Warlocks in Dungeons and Dragons (D&D) Fifth Edition (5E)

A List of the Strongest Choices for a Powerful Warlock

By Theo James TaylorPublished 3 years ago Updated 2 years ago 4 min read
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The Best Feats for Warlocks in Dungeons and Dragons (D&D) Fifth Edition (5E)
Photo by Sebastian Kanczok on Unsplash

Warlocks act as powerful casters with a moderate degree of utility that is aided by their access to Invocations. A Warlock’s greatest strength comes from their choice in Invocations, abilities they can use at will without having to spend their incredibly limited spell slots. A Warlock needs high Charisma, which should be a priority above all else, but they also require more utility, for when their small range of spells isn't enough.

Warcaster:

This is basically a go-to for any fullcaster, it allows you to hold things while casting, even if your hands are full, it allows you to make Attacks of Opportunity with a spell as a reaction and it gives advantage on Constitution saves to avoid losing Concentration, which is certainly the most important part. In any campaign that has a fair level of combat or higher, Warcaster is potentially the first feat any full caster should get simply because of the value of not losing concentration over the course of a fight.

Fey Touched:

Taking this feat nets you Misty Step, which is a very useful spell you normally would not have access to, and a 1st level Divination of Enchantment spell. This allows you a few more spells than might otherwise have as a Warlock. In addition, you can increase either Intelligence, Wisdom, or Charisma by 1, though unsurprisingly this bonus will probably be going into Charisma to get your primary spellcasting stat as high as possible!

Metamagic Adept:

Perhaps one of the best feats in the game, Metamagic Adept allows you two Metamagics as if you were a Sorcerer and 2 Sorcery Points as well. These can be useful for a variety of choices, such as twinning spells, quickening, empowering or taking distant or subtle to keep yourself safe. There are simply enough metamagics to almost always make this feat worth it, and it’s one of the best spellcasting feats in the game. As a Warlock this feat allows you to use your powerful, but extremely limited spellcasting, to the best of its ability.

Spell Sniper:

Spell Sniper is for squishier Warlocks (most of them) who want to focus on hitting their opponents from even further away. First and foremost you gain an additional attack cantrip, and can be from other spell lists, which means you can grab things that will supplement your Eldritch Blast. Spell Sniper also doubles the range of spells you cast that have an attack roll and gives the ability to ignore 1/2 and 3/4 cover with those attack spells, which is quite useful!

Shadow Touched:

Shadow Touched gives you a +1 to Intelligence, Wisdom or Charisma just like Fey Touched, which means it will likely go into Charisma. In addition, you learn Invisibility and one first level spell from Illusion or Necromancy schools. Again, considering how limited your spellcasting ability is as a Warlock, any additional spells are extremely useful to you since you can cast them without using up your own spellcasting slots.

Resilient:

Lower on the list because it’s usefulness is not quite as strong as many of the other feats on this list, Resilient allows you to gain +1 to an ability score and gain proficiency in saves in that score. In this case, choosing Constitution might not only give you extra hit points, but it gives you proficiency in Constitution saves, which comes in handy when making concentration checks. Since you have a limited number of spell slots, you want to use them to their maximum effect. If you lose concentration then you are losing the power of those spell slots, and that is not good.

Lucky:

This is probably the most banned feat per table for a reason, but it is also extremely good. Taking this feat gives you 3 luck points that allow you to roll an extra d20 when you make an attack roll, ability check or saving throw, or to make an enemy reroll. It’s like having the ability to give yourself advantage or an enemy disadvantage, because of this it is extremely handy. You have to decide to use Luck before you know the outcome of the die, but after you roll it, so if you have a shitty roll or an enemy has a good one, it is very easy to assume the outcome and use Lucky.

These articles are designed to help you build the best Warlock you can, if you're looking for more information on Warlocks, simply follow the links below! If you liked these articles or any of the others I wrote, consider subscribing, tipping or pledging here on Vocal! Thanks again for reading!

  • Backstory Ideas for Warlocks
  • Best Magic Items for Warlocks

And that's all! If you're looking for the best feat choices for any other class, simply follow the links below!

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About the Creator

Theo James Taylor

Writer, MCU lover, and HUGE RPG nerd (but especially D&D). I have been a ghostwriter for blogs and other publications for 5 years now, but love the freedom Vocal gives me. You can find me DMing an outrageous Homebrew Campaign every Monday!

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