D&D 5E (2024) ENworld Warlock Builds.

Ultimate Spylock

A build which works with almost any patron or playstyle (though GOO and Fiend offer secondary benefits that can help).

Origin feat: Any, though Lucky and Skilled are probably best
4th level feat: Actor
Required Invocations: Devil's Sight (Warlock 2+), Mask of Many Faces (2+), Master of Myriad Forms (5+), One with Shadows (5+)
Required non-class Skills: Stealth, Persuasion, and (potentially) Performance

The earliest you can get all of these features is level 5. At that point, you'd have 1 free invocation (I recommend Agonizing Blast), and you are now the single best infiltrator in the entire game. As long as you stay in dim light or darkness, you can turn yourself invisible (One with Shadows), and you can see perfectly fine out to 120 feet in all forms of less-than-bright-light (Devil's Sight). While still invisible, you can change your clothing (Mask of Many Faces) to resemble whatever target you desire, and you can drop your invisibility to alter self so that you physically resemble that target (Master of Myriad Forms). Then, if anyone actually approaches you, Actor allows you to imitate the target's voice as well. The only possible failure-point is someone touching your clothes and realizing they're illusory, which can potentially be averted if you're able to get a costume first. (Note that disguise self does not require concentration, so you can in fact have both effects active at the same time.)

Get in, learn what you need to learn, get out. If second-story work is required, that one free invocation could instead be used for Ascendant Step, allowing you to levitate effectively at-will (albeit not while you are invisible, unfortunately).

Actor also gives you Advantage on your checks to pretend to be someone you aren't. The Fiend Patron's Devil's Own Luck feature helps there, and with any Stealth rolls you need to make to avoid being heard while invisible. Meanwhile, the GOO patron makes your disguise self silent, and at higher levels gives you modify memory so you can potentially even stash an unconscious person somewhere, impersonate them, and then modify their memory so no one will realize they've been impersonated.

Even if you want to do other Warlock things (like Blade Pact), you can sprinkle this in across levels, growing from an amazing scout to an incredible spy/infiltrator. Since it only requires 4 Invocations and a single feat, and is ultimately compatible with any patron, you can almost certainly mix this in with any other playstyle and build. If trying to be a Blade user, for example, you can have the scout-y core online by level 5 (in order: Blade Pact, Agonizing Blast, Devil's Sight, Thirsting Blade, One with Shadows), and add the remaining "spy" elements later, possibly allowing you to take Cha +2 at level 4 and save Actor for level 8.
 

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I'm helping my 11yo son build his Warlock (his desired playstyle is Pact of the Blade front-line fighter - not sure if he will go with greatsword, long sword, or something else). Been watching lots of videos and reading lots to try to catch up after 35years away from D&D.

It struck me that if you were taking a fighter dip, wanted to use a simple weapon, and/or planned to use a ranged weapon, then it seems to make sense to postpone taking Pact of the Blade till 5th level and use True Strike instead (basically just from a DPR perspective and not taking into account the awesome image of materializing a Greatsword from nowhere and changing weapons any time). Basically one of the biggest benefits of Pact of the Blade is letting you be proficient with a weapon Warlocks normally cannot use.

Can you guys correct my understanding of mechanics (I don't think my son will do this but just curious - FWIW - he got some beginners luck on his ability rolls so has an 18 for Chr, up to 20 after origin feat)...

Level 1: Pact of the Chain (helping Imp)
Level 2: PoC (Imp), Agonizing Blast (True Strike), Lessons of the First Ones (Savage Attacker or Alert)
Level 3: Fiend Patron (temp HP buff really encourages melee)
Level 4: Combat Feat - Sentinel, War Caster, Weapon Master, or Great Weapon Master (assuming Fighter dip)
Level 5: Add Pact of Blade & Thirsting Blade, keep PoC, keep LotFO (SavAt), Swap Agonizing Blast for Eldritch Smite

Main Attacks by Level:

Level 1: Attack Advantage (Imp Flyby) > Eldridge Blast (probably better to give up attack and let Imp attack)
1d10

Level 2-4: AtAdv (Imp) > True Strike w/ Weapon (could be further advantages / damage at Lvl 4 depending on Feat)
Weapon Damage (SavAt- Rolled 2x, pick highest) +7 (TS-Chr/Prof) +5 (AgBl-Chr)

Level 5+: AtAdv (1st attack) > [Pact Weapon Damage (SavAt- Rolled 2x, pick highest) +7 (Chr/Prof)] x2 (Thirsting Blade) + 4d8 (EldSmite - if using)

This was somewhat based on a video I saw where someone wanted to make a Bladelock w/ a Short Bow (simple weapon) for vex and another where someone was taking a 1 level fighter dip (gives all weapon proficiencies).
 
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I'm helping my 11yo son build his Warlock (his desired playstyle is Pact of the Blade front-line fighter - not sure if he will go with greatsword, long sword, or something else). Been watching lots of videos and reading lots to try to catch up after 35years away from D&D.

It struck me that if you were taking a fighter dip, wanted to use a simple weapon, and/or planned to use a ranged weapon, then it seems to make sense to postpone taking Pact of the Blade till 5th level and use True Strike instead (basically just from a DPR perspective and not taking into account the awesome image of materializing a Greatsword from nowhere and changing weapons any time). Basically one of the biggest benefits of Pact of the Blade is letting you be proficient with a weapon Warlocks normally cannot use.

Can you guys correct my understanding of mechanics (I don't think my son will do this but just curious - FWIW - he got some beginners luck on his ability rolls so has an 18 for Chr, up to 20 after origin feat)...

Level 1: Pact of the Chain (helping Imp)
Level 2: PoC (Imp), Agonizing Blast (True Strike), Lessons of the First Ones (Savage Attacker or Alert)
Level 3: Fiend Patron (temp HP buff really encourages melee)
Level 4: Combat Feat - Sentinel, War Caster, Weapon Master, or Great Weapon Master (assuming Fighter dip)
Level 5: Add Pact of Blade & Thirsting Blade, keep PoC, keep LotFO (SavAt), Swap Agonizing Blast for Eldritch Smite

Main Attacks by Level:

Level 1: Attack Advantage (Imp Flyby) > Eldridge Blast (probably better to give up attack and let Imp attack)
1d10

Level 2-4: AtAdv (Imp) > True Strike w/ Weapon (could be further advantages / damage at Lvl 4 depending on Feat)
Weapon Damage (SavAt- Rolled 2x, pick highest) +7 (TS-Chr/Prof) +5 (AgBl-Chr)

Level 5+: AtAdv (1st attack) > [Pact Weapon Damage (SavAt- Rolled 2x, pick highest) +7 (Chr/Prof)] x2 (Thirsting Blade) + 4d8 (EldSmite - if using)

This was somewhat based on a video I saw where someone wanted to make a Bladelock w/ a Short Bow (simple weapon) for vex and another where someone was taking a 1 level fighter dip (gives all weapon proficiencies).
The other big benefit of Pact of the Blade is using charisma to attack - which you can sidestep via true strike but I wouldn't for two reasons:

1. if you multiclass, you'll miss out on the 5th-level damage bump everyone else is getting
2. I don't like changing core features partway through

Another lesser reason is you don't get a lot of cantrips and so locking up one to shore up your basic attack is kinda limiting.

For a Blade Pact frontliner, I'd recommend starting as a fighter for one level and then going warlock the rest of the way, taking Pact of the Blade as your first invocation so you're locked in right away. Fiend is a great patron for melee warlocks. Other than that I'd mostly wing it, as the value of some choices depends on who else is in the party. The fighter dip gives you access to medium and heavy armor as well as shields, which would require three feats without the dip. You'll still need strength or dexterity to get the most from those but high AC keeps you safe for a while.

Incidentally, I'm not sure Agonizing Blast does anything for true strike until level five, as whether the weapon's damage count's as a damage roll for the spell is... unclear.
 

Most of the Warlock builds I have done are dipped with a class that gets armor and weapon masteries (whether or not I use POB). I don't usually go for Thirsting Blade, I will take 5 levels in a martial (or 8 in EK) rather than take Thirsting Blade.

Here are a few:

Playing a Tiefling Celestial Warlock with POB and Agonizing GFB, pick up flames of Phelethegos, get blind fighting from either 2 levels of Paladin or 1 level of Fighter to go with Darkness from Tiefling. With Radiant Soul and rerolling 1s you are doing good damage, with your Teifling Agonizing Blast, FOP, Radiant soul and Armor of Agathys you can punish enemies who hit you. Have Truestrike and a Musket for long range attacks. Warcaster as your second feat.

Play a character with POT for Shillelagh and POB and use a shillelagh-club and a pact scimitar. Usually I am going to go 5 levels in Ranger here or 8 levels in Eldritch Knight getting two weapon fighting, extra attack and nick and 1st and 2nd level spell slots. Usually I am running a 14 Dex on this build and if I don't get to shillelagh on the first round I go Pact Scimitar-Dagger-pact scimitar.

Character with POB, Putrefy feat and an Imp spamming summon putrid undead. Works even better if you find some daggers of venom.
 

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