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Human Warlock 5e D&D Guide

Human Warlock 5e D&D Guide

Deep within the recesses of their soul, the Human Warlock forms an eldritch pact with an otherworldly entity, unlocking a wellspring of dark magic and trading their mortal essence for unimaginable might.

The path of a Human Warlock is no easy one. They must often navigate the treacherous waters of their pact, constantly balancing their own desires with the whims and demands of their otherworldly patron. 

Their intriguing blend of dark sorcery and captivating charm makes them a force both to befriend and to fear. For in their veins flows a potent elixir of forbidden power, ready to be unleashed upon the world at their command.

Creating a Human Warlock


Humans are known as the youngest of all common races and are short-lived compared to dwarfs, elves, and dragons. Perhaps this is why they strive to achieve the most they possibly can in the few short years they live through.

Others believe they want to prove themselves to the elder races, hence their building of gigantic empires, large armies, and constant trade. It is because of this that humans have become achievers, innovators, and pioneers of the worlds they inhabit.

SkinNearly black to ashen (typical human skin colors)
Hair (Including their Beard)Black, Brown, Blonde, Red (all the colors people can have).

Beards and hairstyles depend on the culture

EyesFrom black to light gray or almost white.
NoseLarge, medium, small, crooked…humans all have very different noses
MouthLips, thick, narrow, or average, with teeth no larger than 0.5 inches.

Note: These features can be slightly changed or modified if some variations don’t fit your character.

Human Subraces

Humans have 7 different subraces if you exclude the humans from Plane Shift. These humans all have different strengths and weaknesses, so choose carefully.

Standard Human – Standard Humans can be found throughout any world, being good at everything but not excelling in anything.

Variant Human – Variant Humans are found in the same places other humans are found; however, they have extra proficiency in one skill and are given a Feat of their choice.

Variant Human: Mark of Finding – Mark of Finding Humans have a knack for tracking objects and creatures; they can communicate with those who speak Goblin.

Variant Human: Mark of Handling – Mark of Handling Humans have deep knowledge about nature and its animals. They have great animal communication and handling abilities to turn even the fiercest animals into loyal companions.

Variant Human: Mark of Making – Mark of Making Humans are experts at creation. They can conjure magical weapons, mend armor, and even move landscapes.

Variant Human: Mark of Passage – Mark of Passage Humans are known for their expert movement skills. With their magical abilities to increase stealth/movement, they can skillfully operate land vehicles and even unlock powerful teleportation magic.

Variant Human: Mark of Sentinel – Mark of Passage Humans are the guardians of those around them. With their spells, they protect the innocents, shield their allies and block incoming attacks without issues.

Note: All Variant Humans have spell lists with access to specific spells.

Warlock Class Features

Hit Points

Hit Dice1d8 per Warlock level
HP at level 18 + Constitution modifier
HP at Higher levels1d8 (or 5) + Constitution modifier per Warlock level after level 1


ArmorLight armor
WeaponsSimple weapons
Saving ThrowsWisdom, Charisma
SkillsChoose two – Arcane, Deception, History, Intimidation, Investigation, Nature, and Religion

Warlock Otherworldly Bargain

As you start the game at level 1, you choose between 9 otherworldly beings to strike a deal with.

Archfey – Your patron is a lady or lord belonging to the fey, a mere legend who holds secrets that were forgotten at the birth of the mortal races.

This being is quite unpredictable, at times striving for greater magical power and at others trying to settle age-old grudges.

Celestial – Your patron is a very powerful being of the Upper Planes. You bound yourself to a ki-rin, solar, or empyrean residing in the planes of everlasting bliss, allowing you to experience a mere touch from their holy light.

Being connected to such a being is enough to change your beliefs and alter your behavior.

Fathomless – Your pact is with a being of the Elemental place of Water or some other otherworldly sea, allowing you to draw on its eternal power.

The reason for their acceptance isn’t clearly understood, as these beings are ancient and hold many reasons unfathomable by mere mortals.

Fiend – Your pact is with a fiend from the lower planes, whose aims are outwardly evil, desiring to corrupt and destroy all things, including you.

Genie – Your pact is with a noble genie who rules fiefs on the Elemental Planes and holds great influence over other genies. Their motivations are different, but many are arrogant and wield a power equal to that of lesser deities.

Great Old One – Your patron is an entity of complete mystery, foreign to all fabric of reality. It might’ve come from the Far Realm, a space beyond reality. Others even say it could be one of the elder gods only known in legends.

The motives of this creature are incomprehensible to mortals, and their knowledge is so immense that it would break the mind of those who obtained it. This entity is probably completely unaware of you, yet the small amount of power you draw from it allows you to cast your spells.

Hexblade – Your pact is with a mysterious entity residing in the Shadowfell, manifesting itself as sentient weapons forged with the shadows of its environment.

The sword Blackrazor is one of the most formidable of these weapons.

Undead – The pact you’ve formed is with an immortal being, defying the cycle of life and death to pursue its inscrutable ambitions.

Most of these beings were once mortal, knowing firsthand the ambitions of all mortals. They are eager to share knowledge and secrets if you work their will among mortals.

Undying – Your patron doesn’t fear death, possessing the secrets to everlasting life. They were once mortal, and they are eager to share their secrets of the ages if you do their bidding.

Combining Warlock With Human

Determining Your Warlock Subclass

Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.

The ArchfeyController/Utility Caster
The CelestialBlaster/Controller/Healer
The FathomlessBlaster/Controller/Striker
The FiendBlaster/Controller/Support
The GenieBlaster/Controller/Striker/Support
The Great Old OneBlaster/Controller/Striker/Support/Utility Caster
The HexbladeBlaster/Striker/Support
The UndeadController/Support/Utility Caster
The UndyingBlaster/Controller/Support/Utility Caster

Optimal Human Subrace

Humans are efficient in everything they do, meaning they can become extremely powerful Warlocks. This is evident by their races, as standard Humans have all their ability scores increased by 1.

For a Human Warlock, you can look at the Variant Human: Mark of Handling, as they have a bonus to Wisdom (2) and one other Ability Score so that you can make a pretty powerful Warlock.

You also need to remember which subraces fit best with your background, as choosing a subrace purely because it has good stats can make your character less personal and uninteresting to play.

Your Human Warlock Background

Your Human Warlock needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.

Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?

Place of Birth

Think of the environment a Human Warlock grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.

Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.

Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.

Characteristics and Personality Traits 

Human Warlocks are looked down on by other spellcasters, especially Wizards, who see their power as a handout given to them by the one they sold their soul to.

It is because of this that most Human Warlocks live inconspicuously among other humans, go into exile or become evil in search of greater power and revenge.

Human Warlock Examples:

  • I believe everything worth doing is worth doing correctly. I can’t help it – I’m a perfectionist.
  • I’m impolite to people who lack my commitment to fair play and hard work.

Ideals, Bonds, and Flaws

Ideal – Express one ideal that is a driving force in a Human Warlock’s life – their conviction, ethical principle, and moral standing (probably something about nature).

I’m determined to make something of myself.

Bonds – Think of a single bond that your Human Warlock has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.

A powerful person killed someone I love. Some day soon, I’ll have my revenge.

Flaws – Choose a single flaw for a Human Warlock – their unhealthy compulsion, greatest fear/weakness, or most vile vice.

I am inflexible in my thinking.


The DM can use inspiration to reward you for playing according to your bond, personality traits, ideals, and flaw.

As a Human Warlock, I enjoy researching magic that can enhance my physical form or heighten my magic.

Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.

Supplies and Gear For Human Warlocks

Warlocks start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.

  • (a) One light crossbow with 20 bolts or (b) Any simple weapon you choose
  • (a) Component pouch or (b) An arcane focus
  • Scholar’s pack or (b) Dungeoneer’s pack
  • Leather armor, any simple weapons, and two daggers

You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.

Note: By using your starting wealth, you can buy your own equipment (4d4 x 10 GP for Warlocks).

Final Thoughts

Human Warlocks are found the most when traveling around your world. Unfortunately, they are also the most unpredictable, as it’s difficult to spot the evil from the good and vice versa.

If you come across a Human Warlock, you should be careful, but if you know they are good-hearted, try understanding why they became a Warlock. In most cases, they’ll be open to conversation, and they might even join your party if they feel like it’ll benefit them.

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