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The 15 Best Warlock Feats in D&D 5e [Ranked]

The 15 Best Warlock Feats in D&D 5e [Ranked]

Warlocks have a lot of features to work with, both in their normal class and subclasses, making it quite difficult for many Warlock players to also consider Feats.

While this hesitation is understandable, as Ability Score Increases are exceptionally powerful, certain Feats might prove more useful in certain situations.

Best Warlock Feats in 5e

15. Gift of the Metallic Dragon


Manifest powers from metallic dragons, gaining benefits:

  • Draconic Healing – Learn Cure Wounds and be able to cast it without having to expend a spell slot. Casting the spell like this restricts you from casting it again until you’ve finished a long rest.

The spell may also be cast using spell slots you have. The spellcasting ability for it is Intelligence, Wisdom, or Charisma when cast with this feat (choose upon gaining the feat).

  • Protective Wings – Manifest protective wings capable of shielding others. If you or another visible creature within 5 feet is hit by an attack roll, use a reaction to manifest spectral wings from your back for a brief moment.

This grants a bonus to the target’s AC (equals your Proficiency bonus) against the attack roll, causing it to potentially miss. The reaction can be used a number of times equal to your Proficiency bonus.

All expended uses are regained when you finish a long rest.


Protective Wings is a lot like the Shield spell, so having it is basically like using Shield without expending a spell slot.

Draconic Healing isn’t too useful, as it can only be cast again after a long rest, but at least you have a healing spell if you or any of your party members desperately need it.\

Gift of the Metallic Dragon can provide you with some decent abilities if you desperately need them.

14. Fey Touched


Gain the following benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20)
  • Learn Misty Step and one 1st-level spell you choose. The 1st-level spell must be Divination or Enchantment, and both spells can be used without expending a spell slot.

Casting a spell this way means you cannot cast it like this again until you’ve finished a long rest. 

These spells can also be cast using spell slots of the appropriate level, and these spells use the spellcasting ability increased by the feat.


Most of the best spells are already available to Warlocks, but Fey Touched is a way to get more spells without having to expend spell slots or permanently learn spells.

You’ll want to look at spells like Hex or Misty Step, which will definitely be useful at least once per day.

13. Actor


You are skilled at dramatics and mimicry, gaining the following benefits:

  • Increase Charisma by 1 (maximum of 20).
  • Gain advantage on Charisma (Deception) and Charisma (Performance) checks when trying to convince others you are a different person.
  • You may mimic the speech of another person or sound from a creature. You must’ve heard the source speaking or making the sound for at least 1 minute.

Succeeding on a Wisdom (Insight) check, which is contested by your Charisma (Deception) check, will allow a listener to determine whether the effect is faked.


Warlocks have great Charisma, so if your Adventure has a lot of social interactions, you can pick up Actor.

Actor is quite situational, as Bards or Paladins usually handle the charismatic side of things, but there are circumstances that allow Warlocks to do so as well.

12. Gift of the Chromatic Dragon


Manifest powers from chromatic dragons, gaining benefits:

Chromatic Infusion allows you to use a bonus action and touch a martial or simple weapon, infusing it with one of these damage types: Poison, Lightning, Fire, Cold, or Acid.

For a minute, the weapon now deals an extra 1d4 damage on a hit of the infused damage type. After using this bonus action, you can’t do so again until after finishing a long rest.

Reactive Resistance lets you use your reaction to give yourself resistance to whichever damage you took out of the following types: Poison, Lightning, Fire, Cold, or Acid damage.

The reaction can be used a number of times equal to your proficiency bonus, and you’ll regain all uses whenever you finish a long rest.


Reactive Resistance is like Absorb Elements without expending a spell slot, so it can provide a lot of value if you’re being targeted by certain damage types.

Chromatic Infusion isn’t too good on you if you’re not a Hexblade, so in most cases, you’ll use it on an ally.

Gift of the Chromatic Dragon provides good buffs for you or your party.

11. Lucky


Gain 3 luck points. When making an attack roll, ability check, or saving throw, you may spend one luck point to roll an additional d20. 

You may choose to spend one luck point after rolling the die but before the outcome is determined. You then choose which d20 will be used for the attack roll, ability check, or saving throw.

You may also spend one luck point when an attack roll is made against you, rolling a d20 to choose whether the attack uses your roll or the attacker’s.

More than one creature spending a luck point to influence the outcome of a roll will cancel each other out, and no additional dice will be rolled.

Expended luck points are regained when you’ve finished a long rest.


If you don’t know which Feat to take and aren’t in the mood to calculate just how good a Feat will be, take Lucky; you can’t really go wrong with it.

There are so many applications to Lucky that it works for almost any situation, regardless of class (not entirely true, but partly).

10. Resilient


You gain the following benefits and choose one ability score:

  • Chosen ability score increased by 1 (maximum of 20).
  • Gain Proficiency in the chosen ability in saving throws.


Having Proficiency with Constitution helps a ton with keeping Concentration up, and Constitution saves are common anyway, so Resilient already provides a lot of value.

In other words, if you care a lot about Constitution saves, then you should definitely consider working this into your Warlock.

9. Alert


As you are always on the lookout for danger, you gain certain benefits:

  • You cannot be surprised while conscious.
  • Gain +5 bonus to initiative.
  • Other creatures cannot gain advantage on attack rolls against you when being unseen by you.


Warlocks don’t have a lot of spells, so you need to make the most out of a spell you cast.

The bonus Alert gives to your initiative will help you with this, as you get your spells up faster and can quickly deal with enemies that seem like the biggest threats to your party.

8. Crossbow Expert


Extensive practice with the crossbow grants you the following benefits:

  • Ignore the loading quality of crossbows in which you are proficient.
  • If you’re within 5 feet of a hostile creature, you don’t get disadvantage on ranged attacks.
  • Using the Attack action and attacking with a one-handed weapon allows you to use your Bonus action to attack with a hand crossbow you’re holding.


Crossbow Expert is another predominantly Hexblade Feat that keeps up quite well with other damage spells and fits in with spells like Hex.

Just be careful, as you do need your Bonus action to set up and use this Feat properly, which can take too long.

7. Great Weapon Master


Gain the following benefits:

  • When it’s your turn, and you score a critical hit while using a melee weapon or reduce a creature’s HP to 0 with a melee weapon, you may make a single melee weapon attack as a bonus action.
  • Before making a melee attack using a melee weapon you have proficiency in, you can decide to take a -5 penalty to its attack roll. If the attack were to hit, you would add +10 to the damage of the attack.


Hexblades will be the dominant Warlock subclass to use weapons and thus pick up Great Weapon Master, and they often use two-handed weapons for increased damage.

Warlocks also have various ways to gain advantage on their attacks using spells, invocations, or features, so you can easily take care of the -5 penalty and only get the +10 damage.

6. War Caster


Practicing casting spells in combat means you gain the following benefits:

  • Gain advantage on Constitution saving throws you make to maintain Concentration on a spell when taking damage
  • You may perform somatic components of spells when you have a shield or weapons in one or both hands.
  • A hostile creature’s movement, provoking an opportunity attack from you, lets you use your reaction to cast a spell at the creature. The spell must target only the creature and have a casting time of 1 action.

Note: You must have the ability to cast at least one spell to be able to take War Caster.


War Caster can benefit Warlocks (especially Hexblades) who want to also use weapons in combat.

It also helps you maintain Concentration while in battle, so if you want to fight creatures while also keeping up spells for the rest of your party (providing tons of value), you should look at picking up War Caster.

5. Telekinetic


You’ve learned to move things using your mind, gaining benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
  • Learn the Mage Hand Cantrip and be able to cast it without Verbal or Somatic components, whilst the spectral hand can also be made invisible.

Already knowing Mage Hand lets you increase its range by 30 feet when cast, and its spellcasting ability is the ability increased by this feat.

  • Using a Bonus action lets you telekinetically shove a visible creature within 30 feet of you.

Doing so forces the target to succeed on a Strength save (DC 8 + your Proficiency bonus + ability modifier of the score increased by feat) or be moved 5 feet away or toward you.

Creatures may willingly fail this save.


Most Warlocks don’t have a set use for their Bonus action, and by taking Telekinetic, you gain a useful ability to use your Bonus action.

Being moved 5 feet is a lot, but it’s enough to break grapples or get an enemy off a struggling player. You can even push them off of places or into walls, which is better than having them continue to attack your party members.

4. Spell Sniper


Techniques you’ve learned enhance your attacks with certain spells, letting you gain benefits:

  • Casting a spell requiring an attack roll doubles the spell’s range.
  • Ranged spell attacks will ignore half cover and three-quarters cover.
  • Learn one Cantrip requiring an attack roll. The Cantrip is chosen from the Wizard, Warlock, Sorcerer, Druid, Cleric, or Bard spell list.

Spellcasting ability for the Cantrip depends on the class: Intelligence for Wizard, Wisdom for Druid or Cleric, or Charisma for Warlock, Sorcerer, or Bard.

Note: You must be able to cast at least one spell to take this Feat.


If you want to focus on ranged damage spells, then you need Spell Sniper, especially for spells like Eldritch Blast.

You also learn another attack Cantrip, giving you even more power without needing to expend a spell slot.

3. Inspiring Leader


Spend 10 minutes inspiring your companions, choosing up to six friendly creatures (including yourself) within 30 feet of you who can hear, see, and understand you.

Each chosen creature gains temporary HP equal to your level + your Charisma modifier. A creature cannot gain the temporary HP from this feat again until it has finished a short or long rest.

Note: Your Charisma must be 13 or higher to obtain Inspiring Leader.


Warlocks have more than enough Charisma to use Inspiring Leader efficiently.

By using Inspiring Leader, you also decrease the reliance on magical healing in your party, allowing your party members to save spell slots and use them only when necessary.

2. Metamagic Adept


Exert your will on spells, altering how they function:

  • Learn two Metamagic options you choose from the Sorcerer class. Only one Metamagic option may be used when casting a spell unless it says otherwise.

Reaching a level granting the Ability Score Improvement feature lets you replace one Metamagic option with another from the Sorcerer class.

  • Gain 2 sorcery points for Metamagic (added to other sorcery points from other sources, but only works for Metamagic). 

All expended sorcery points can be regained when you finish a long rest.

Note: You must have the Spellcasting or Pact Magic feature to be able to use Metamagic Adept.


Metamagic Adept is one of the best Feats for a spellcaster who wants to increase the potency of their spells.

Even though Warlocks don’t have enough spell slots to really make Metamagic Adept work flawlessly, the simple improvements have a large impact on their own.

1. Eldritch Adept


By studying occult lore, you’ve unlocked eldritch power within yourself, learning one Eldritch Invocation option you choose from the Warlock class.

If you choose an invocation with a prerequisite, the invocation can only be taken if you’re a Warlock and only if you meet its prerequisite.

Whenever you gain one level, you may replace your chosen invocation with another invocation from the Warlock class.

Note: You must have the Spellcasting or Pact Magic feature to take this Feat.


Warlocks have a lot of powerful Eldritch Invocations, but in most cases, you won’t be able to get a hold of all of them. Luckily, Eldritch Adept solves this problem.

Even though you can only take Eldritch Adept once, getting your final invocation or an additional one that complements your build can make a huge difference.

Final Thoughts

The Warlock has no shortage of excellent features, and when combined with the correct Feats, they become pretty powerful.

Therefore, it would be easiest to differentiate between the Warlock’s elements and choose a Feat that either suits the entire character or improves one of its elements exponentially!

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