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Best Warlock spells in Baldur’s Gate 3

What are the best Warlock Spells in Baldur’s Gate 3

Updated: Mar 29, 2022 1:26 pm
Warlock BG3

Bestowed magic from otherworldly beings, Warlocks are capable of powerful Eldritch spells. Depending on their patron, they’ll have access to different spells, some being unique to a certain patron. Warlocks tend to be versatile in their magic, but because of their smaller number of spell slots, each spell matters. They might sometimes resort to using their melee weapons or cantrips only, so their spells need to matter. Not just for combat but for general use too.

Warlock spells Baldur’s Gate 3

Before we go through our list of top five Warlock spells, we need to know which are the spells currently available to Warlocks.

Cantrips:

Eldritch Blast 

Blade Ward 

Minor Illusion

Chill Touch

Friends

Mage Hand

Poison Spray

True Strike

1st Level:

Armour of Agathys

Arms of Hadar

Dissonant Whispers(Great Old One Only)

Tasha’s Hideous Laughter(Great Old One Only)

Burning Hands (Fiend Only)

Charm Person

Command (Halt)(Fiend Only)

Expeditious Retreat

Hellish Rebuke

Hex

Protection from Evil and Good

Witch Bolt

2nd Level:

Crown of Madness

Cloud of Daggers

Shatter 

Burning Hands 

Ray of Enfeeblement

Hold Person 

Blindness 

Darkness 

Invisibility

Misty Step 

Mirror Image

Scorching Rays

Top 5 Warlock spells in Baldur’s Gate 3

5 – Scorching Rays

One of Warlock’s main dps spells, if you were to target all three scorching rays on one person, that’s 6d6 fire damage on one target. Or you can spread it out more and target multiple foes standing between you and victory.

  • Description: 2d6_fire_dice_icon_baldursgate3_wiki_guide_50px2d6 Fire. Hurl three rays of Fire. Each ray deals 2d6 Fire.
  • Level: Lvl 2 spell
  • School: Evocation School
  • Casting Time: Action
  • Range: 18m
  • Requires Concentration: No
  • Saving Throw: Ranged Attack

4 – Armour of Agathys

If you’re planning on being quite up-close and personal with your enemies then equipping the Armour of Agathys is a must. It’s not the temp hit points you want, it’s the additional damage you can inflict to anyone who hits you with melee attacks. No rolls, just a flat 5 points each time they hit you.

  • Description: A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold to any creature that hits you with a melee attacks.
  • Level: Lvl 1 spell
  • School: Abjuration School
  • Casting Time: Action
  • Range: –
  • Requires Concentration: No
  • Saving Throw: None

3 – Misty Step

The ‘get out of here’ or the ‘I need to get there’ spell is useful to every spellcasting class. Misty Step only uses a bonus action but can pretty much get the player anywhere they might need to be. Whether it’s a matter off escaping trouble or quickly joining a fight.

  • Description: Surrounded by black mist, you teleport to an unoccupied space you can see.
  • Level: Lvl 2 spell
  • School: Conjuration School
  • Casting Time: Bonus Action
  • Range: 18m
  • Requires Concentration: No
  • Saving Throw: None

2 – Hex

Any spells that help deal a consistent amount of damage each turn are a must. Hex deals an additional d6 along with any attack you hit them with, and if you kill your opponent, you can recast Hex on another target with ease.

  • Description: Curse a creature to deal an additional 1d6 Necrotic whenever you hit it with an attack. The creature also has disadvantage on ability checks for one ability of your choosing.
  • Level: Lvl 1 spell
  • School: Enchantment School
  • Casting Time: Bonus Action
  • Range: –
  • Requires Concentration: Yes
  • Saving Throw: None

1 – Eldritch Blast

There’s no debating that Eldritch Blast is the best and strongest cantrip in all of Baldur’s Gate 3. With the additional invocations that can add additional damage to your rolls, Eldritch Blast deals a great amount of damage which only increases as the player’s level increases too.

  • Description: 1d10 Force. Conjure a beam of crackling energy that deals 1d10 Force.
  • Level: Cantrip
  • School: Evocation School
  • Casting Time: Action
  • Range: 18m
  • Requires Concentration: No
  • Saving Throw: Ranged Attack

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