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Introduced in Update 26, the Warlock class creates Eldritch Blasts to destroy enemies in addition to a variety of arcane spells to aid them in their adventures. Charisma is their casting stat for spell DCs and spell points. Originally a premium class, Warlock was made free with Update 53.

Design intention of the class is toward concentrating mostly on its Eldritch Blast ability and ways to manipulate other arcane blasts in various ways. While the Warlock does have spell abilities, they are closer to a ranged character than a traditional caster. It is a regular class, not race-specific iconic one.

Class Summary[edit]

Alignment: Any - but being Lawful, Chaotic or Good restricts your pact options.

Hit die: d6

Class Skills

Skill points at 1st level: (2 + Intelligence modifier) x4
Skill points at each additional level: 2 + Intelligence modifier
Skill jump (skill).png Jump (Strength)
Skill spellcraft.png Spellcraft (Intelligence)
Skill use magic device.png Use Magic Device (Charisma)
Skill bluff.png Bluff (Charisma)
Skill concentration.png Concentration (Constitution)
Skill intimidate.png Intimidate (Charisma)

Weapon and Armor Proficiencies[edit]

Feat simpleweaponproficiency.png Simple weapons
Feat armorproficiency light.png Light armor

Past Lives[edit]

File:nopic.jpg Past Life: Delver of the Forbidden You recall more about your past life as a Warlock. You gain +3 to your Spellcraft skill. You can confuse an enemy for 12 seconds (no saving throw). This can be used ten times per rest.
File:nopic.jpg Past Life: Warlock Gives +3 MRR, this feat can be stacked up to three times.

Past Life: Warlock is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up.

File:nopic.jpg Past Life: Acolyte of the Skin You were an Acolyte of the Skin in a past life. You occasionally find yourself throwing your hands into the air. Each time you acquire this feat you gain +1 MRR and +5 Fire Spell Power. This feat can be stacked up to three times.

Note: This class counts as a Warlock for the purposes of Completionist.

Past Life: Acolyte of the Skin is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up.


  • Eldritch Blaster

Enhancement Trees[edit]

Advancement table[edit]

Table: The Warlock Warlock Spells
Level Base Attack Bonus Fortitude Save Reflex Save Will Save Auto-Granted Feats Eldritch Blast Damage Pact Damage Spell Points 1st 2nd 3rd 4th 5th 6th
1st +0/+0 +0 +0 +2 Eldritch Blast, Pact Choice, Magical Training, Light armor proficiency, Simple weapon proficiency 1d8 - 50 1 - - - - -
2nd +1/+1/+6 +0 +0 +3 Deceive Item, Pact Spell 1d8 1d6 75 2 - - - - -
3rd +2/+2/+7/+12 +1 +1 +3 1d8 1d6 100 2 - - - - -
4th +3/+3/+8/+13 +1 +1 +4 Eldritch Blast, Pact Save Bonus +1 2d8 2d6 125 2 1 - - - -
5th +3/+3/+8/+13 +1 +1 +4 Pact Spell 2d8 2d6 150 2 1 - - - -
6th +4/+4/+9/+14 +2 +2 +5 Pact Special Ability 2d8 3d6 175 2 1 - - - -
7th +5/+5/+10/+15 +2 +2 +5 2d8 3d6 200 2 1 1 - - -
8th +6/+6/+11/+16 +2 +2 +6 Eldritch Blast, Pact Save Bonus +2 3d8 4d6 225 2 2 1 - - -
9th +6/+6/+11/+16 +3 +3 +6 Pact Spell 3d8 4d6 250 2 2 1 - - -
10th +7/+7/+12/+17 +3 +3 +7 3d8 5d6 275 2 2 1 1 - -
11th +8/+8/+13/+18 +3 +3 +7 3d8 5d6 300 2 2 2 1 - -
12th +9/+9/+14/+19 +4 +4 +8 Eldritch Blast, Pact Save Bonus +3, Paragon's Aegis 4d8 6d6 325 2 2 2 1 - -
13th +9/+9/+14/+19 +4 +4 +8 Deceive Item 4d8 6d6 350 2 2 2 1 1 -
14th +10/+10/+15/+20 +4 +4 +9 Pact Spell, Paragon's Aegis 4d8 7d6 375 2 2 2 2 1 -
15th +11/+11/+16/+21 +5 +5 +9 Pact Special Ability 4d8 7d6 400 2 2 2 2 1 -
16th +12/+12/+17/+22 +5 +5 +10 Eldritch Blast, Pact Save Bonus +4, Paragon's Aegis 5d8 8d6 425 2 2 2 2 1 1
17th +12/+12/+17/+22 +5 +5 +10 Pact Spell 5d8 8d6 450 2 2 2 2 2 1
18th +13/+13/+18/+23 +6 +6 +11 Paragon's Aegis 5d8 9d6 475 2 2 2 2 2 1
19th +14/+14/+19/+24 +6 +6 +11 Pact Spell 5d8 9d6 500 2 2 2 2 2 2
20th +15/+15/+20/+25 +6 +6 +12 Eldritch Blast, Pact Save Bonus +5, Paragon's Aegis 6d8 10d6 525 2 2 2 2 2 2

Class feats[edit]

Level 1[edit]

  • Eldritch Blast (Stance): Eldritch Blast deals 1d8 damage at level 1, and increases by +1d8 at Warlock level 4, 8, 12, 16, and 20; for a total of 6d8 at level 20. The base damage is Force, though enhancements can change this to Evil (will affect evil enemies) or Piercing. The base Eldritch Blast scales with 125% spell power, but different shape or essences can change this percentage.
  • Pact Choice: Choose between Fey, Fiend, Great Old One, Celestial, Abyss or Carceri Storm; this will affect what alignment you can be, your save bonus, extra spells, special abilities, and extra damage for your Eldritch Blast (see Pact Choices table below).

Level 2[edit]

  • Deceive Item: UMD +5; increases to +10 at Level 13.
  • Pact Damage: +1d6 extra damage to your Eldritch Blast based on your pact (see below); this will increase by +1d6 every even Warlock levels, for a total of 10d6 at level 20.
  • 1st-level Pact Spell: Receive a bonus 1st-level spell in your spellbook based on your pact (see below); this is in addition to the spells you can already learn, and cannot be changed (similar to the spontaneous casting of healing spells by clerics and repair spells by artificers).

Level 4[edit]

  • Pact Save Bonus: +1 to a save based on your pact (see below); increases by +1 at Warlock levels 8, 12, 16, and 20.

Level 5[edit]

  • 2nd-level Pact Spell.

Level 6[edit]

  • Special Ability: Gain a special ability based on your pact (see below).

Level 9[edit]

  • 3rd-level Pact Spell.

Level 12[edit]

Level 14[edit]

  • 4th-level Pact Spell.

Level 15[edit]

  • Special Ability: Gain a second special ability based on your pact (see below).

Level 17[edit]

  • 5th-level Pact Spell.

Level 19[edit]

  • 6th-level Pact Spell.

Pact Choices[edit]

Every Warlock chooses one of the six Pacts at character creation: Fey, Fiend, Great Old One, Celestial, Abyss or Carceri Storm. This defines the source of the Warlock's power and determines several variables for the Warlock's development. The choice is permanent. As of Update 36 Patch 3, Pacts have been made a type of Bond, meaning that they cannot be active at the same time as an Aasimar's bond or the Half-Elf's Warlock Dilettante ability.

Variable Acquired at Level Fey Fiend Great Old One Celestial Abyss Carceri Storm
Alignment Restriction (character creation) None not be Good not be Lawful not be Chaotic not be Good None
Eldritch Blast
Pact Damage

(default color)
+1d6 every even level
(= total 10d6 at Lvl 20)
Pact Damage Save* - Reflex Fortitude Will Reflex Fortitude Will
Pact Save Bonus +1 at 4, 8, 12, 16 and 20
(= total +5 at Lvl 20)
("Beguiling Defenses")
("Fiendish Resilience")
("Thought Shield")
("Celestial Awareness")
("Abyssal Resillience")
("Bulwark of the Storm")
1st-level Spell Level 2 Obscuring Mist Command Entangle Bless Mage Armor Merfolk's Blessing
2nd-level Spell Level 5 Blindness Rage Knock Soundburst Spawn Screen Gust of Wind
First Special Ability Level 6 Dark Delirium: (Daze Monster:
10% chance damage breaks;
no save; works on orange-named)
Dark One's Luck:
(+2 to all saves)
Entropic Ward:
(+5 MRR,
+25% Fortification)
Celestial Attunement:
+5 PRR and +1 to all Saves
Unhallowed Flesh:
+5 PRR and +5 MRR
Frozen Footsteps:
+10% Cold Absorption
3rd-level Spell Level 9 Slow Fire Shield Phantasmal Killer Magic Circle Against Evil Halt Undead Creeping Cold
4th-level Spell Level 14 Greater Dispel Magic Binding Chain Dominate Person Prayer Death Aura Ice Storm
Second Special Ability Level 15 Misty EscapeIcon tooltip.pngAbundant Step-like ability Hurl through Hell1Icon tooltip.pngSingle-target save-or-die Create Thrall2Icon tooltip.pngCharm Monster variant AmeliorateIcon tooltip.pngAttempt to obliterate an Undead, or severely weaken any non-Undead foe. Undead must succeed on a Will save vs DC (15 + Warlock level + Charisma mod) or be destroyed. Undead who make this save, or enemies who are not undead, instead are terrorized and have their Magical Resistance Rating reduced by 10 for 6 seconds. Channel the Abyss3Icon tooltip.pngChannel the Abyss: Shroud yourself in the Abyss, which will grant you unholy power at a cost. You gain +2 Charisma, +10 Negative Healing Amplification, and +10 Negative Spell Power. You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light. You are considered Undead rather than your original type for the purposes of most effects. Absolute ZeroIcon tooltip.pngAttempt to lock a single enemy in ice permanently. Enemies must succeed on a Will save vs DC (15 + Warlock level + Charisma Mod) or be forever trapped in solid ice. Enemies made of fire will instead be destroyed with no save. Does not affect bosses.
5th-level Spell Level 17 Otto's Sphere of Dancing Power Word: Blind Mass Suggestion Holy Aura Symbol of Pain Niac's Biting Cold
6th-level Spell Level 19 Otto's Irresistible Dance Howl of Terror Power Word: Kill Freedom of Movement Rend the Soul Greater Creeping Cold
  • * This is the Saving Throw that a target must make to reduce the Pact (elemental) damage; it does not reduce the basic "Eldritch Blast" damage.
  • Note that with Reflex saves, targets with Evasion can save for no Pact Damage, but the Eldritch Blast damage remains unchanged.
  • 1: Hurl through Hell does not work on bosses, and may not be relevant at all in a boss fight, though is a powerful single-target "insta-kill".
  • 2: Create Thrall does not work on bosses, may not be relevant at all in a boss fight, and is a single-target "charm" which is quite often not liked by some party members in non-reaper difficulties. However it has a higher than normal DC and is very effective in Reaper at turning champions into player friendly wrecking balls.
  • 3: Unforunately, as your Eldritch Aura is not typed as a healing spell, this ability will not allow you to use the aura as a self-healing spell like Death Aura, nor will it heal other friendly Undead. You can, however, be healed by negative damage from enemies or other players' negative healing spells.



See also: Warlock spells
  • A warlock casts warlock spells, which are drawn from the Warlock spell list.
  • A Warlock must choose and prepare their spells in advance (see below).
  • To prepare or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock's spell is 10 + the spell level + the warlock's Charisma modifier.
  • Like other spellcasters, a warlock can prepare only a certain number of spells of each spell level per day.
  • Their base daily spell allotment is given on Table: The Warlock.
  • The Arcane Spell Failure from light armor (but not shields) is ignored by Warlocks when casting Warlock spells. The Enlightened Spirit Tier IV enhancement extends this benefit to medium armor.
  • See also spell usefulness.

See also[edit]