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Tiefling Warlock Feats (2014 Rules): Smart Picks and Common Traps

Legacy 2014 Player’s Handbook Tiefling and Warlock; optional Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything options. Excludes revised 2024 rules.

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Rules edition: This guide uses the base legacy Tiefling and Warlock options from the 2014 fifth-edition rules. Feats are optional at the DM’s discretion. The core examples use the 2014 Player’s Handbook; Hexblade comes from Xanathar’s Guide to Everything, while Fathomless, Genie, and several feats come from Tasha’s Cauldron of Everything. Variant Tiefling bloodlines may replace the base traits, so use the exact option your table allows. Do not combine these builds with revised 2024 character rules.

A base legacy Tiefling’s +2 Charisma and +1 Intelligence can support a Warlock, but your feat should solve a problem your character actually faces. Tiefling spellcasting uses Charisma: Thaumaturgy is a cantrip, Hellish Rebuke becomes available at character level 3, and Darkness at level 5. Each leveled Infernal Legacy spell can be cast once per Long Rest without a slot. If you also learn one of those spells as a Warlock spell, that separate class spell can be cast with Pact Magic slots; the racial use remains independent. Charisma is also the 2014 Warlock’s spellcasting ability.

Warlocks regain Pact Magic slots on a Short or Long Rest, but that does not make each slot expendable: your known spells, concentration, positioning, and party role still matter. Choose feats for those real constraints, not because a generic ranking promises a mandatory “best” build. For the general class progression, see our 2014 Warlock guide.

Feats that solve common Warlock problems

War Caster: protect concentration and manage occupied hands

War Caster grants Advantage on Constitution saves made to maintain Concentration when you take damage. It also lets you perform Somatic components while holding weapons or a shield, and it can replace an opportunity attack with a spell that has a casting time of one action and targets only the creature that provoked it. That last option is limited: it does not let you cast an area spell at several creatures or stop movement automatically. Eldritch Blast or Toll the Dead can work if the provoking creature is a legal target; neither spell itself reduces that creature’s speed.

Take War Caster when you often take damage while concentrating or your hands make components awkward. It is less urgent for a character who rarely holds Concentration or is seldom exposed to attacks. It does not make a concentration spell immune to disruption: you still make the save after taking damage.

Resilient (Constitution): gain a saving-throw proficiency

This feat increases Constitution by 1 and grants proficiency in Constitution saving throws. Warlocks do not receive Constitution-save proficiency from their class, so Resilient can be a strong concentration choice—especially if the +1 brings an odd Constitution score to an even number. It improves other Constitution saves too. Compare it with War Caster: one raises the save bonus and rounds an ability score; the other gives Advantage on concentration saves caused by damage and its separate hand/opportunity-spell benefits.

Fey Touched: mobility and two useful spells

Fey Touched increases Intelligence, Wisdom, or Charisma by 1, teaches Misty Step, and gives one 1st-level Divination or Enchantment spell of your choice. You can cast each of the feat’s spells once per Long Rest without a slot, and can also use spell slots to cast them. Choose Charisma if it improves an odd score; otherwise select the ability that best fits your character. Misty Step is a Bonus Action teleport, useful for escape or repositioning, but it competes with other Bonus Actions on that turn. Select the additional spell for your campaign rather than assuming every Warlock needs Bless, Hunter’s Mark, or the same option.

Eldritch Adept: add an invocation only if you meet its prerequisites

This Tasha’s feat grants one Eldritch Invocation and requires Spellcasting or Pact Magic. If the invocation has a prerequisite, you must meet it; for a Warlock invocation, that includes any required Warlock level or Pact Boon. It cannot grant a level-gated option early. Armor of Shadows can be useful if you want at-will Mage Armor without spending a spell known, while an invocation you already have is not a second copy of its benefit. A single-class Warlock gains invocations through class levels, so weigh this feat against an Ability Score Improvement and the invocation choices you will receive normally.

Spell Sniper: improve attack-spell reach without ignoring every obstacle

Spell Sniper doubles the range of a spell you cast that requires an attack roll and lets its spell attacks ignore Half and Three-Quarters Cover—not Total Cover. Since Eldritch Blast normally has a 120-foot range, this feat can extend it to 240 feet. It does not double every spell’s range or turn a blocked line of effect into a valid target. The feat also teaches one attack-roll cantrip from an eligible spell list.

Lucky: flexible protection, not a way to reroll an enemy’s save

Lucky provides three Luck Points per Long Rest. You can spend one after rolling a d20 for an attack roll, ability check, or saving throw you make, before the outcome is determined, and choose which roll to use. You can also spend one when an attack roll is made against you. You cannot use the feat to make a creature reroll its saving throw against your Hold Person or another spell. Lucky is broad insurance, but it competes with feats that improve a recurring weakness every round.

Situational picks and corrected interactions

  • Inspiring Leader: Requires Charisma or Wisdom 13. After a 10-minute speech, you can grant temporary hit points equal to your character level + your Charisma modifier to up to six creatures, including yourself; a creature cannot benefit again until it finishes a Short or Long Rest. Temporary hit points are not healing and do not stack with other temporary hit points. It can be valuable for a high-Charisma party face, but it is not a “free short-rest heal.”
  • Alert: The 2014 feat adds 5 to Initiative, prevents you from being surprised while conscious, and stops unseen attackers from gaining Advantage on attacks against you merely because you cannot see them. It does not make you immune to every ambush or grant automatic first place in Initiative.
  • Telepathic: This Tasha’s feat can increase Charisma by 1 and offers limited telepathy plus a once-per-Long-Rest casting of Detect Thoughts. It may overlap with a patron feature, so check what your character already has.
  • Elemental Adept (fire): If you cast enough fire-damage spells, this feat treats a 1 on a fire damage die as a 2 and lets your fire spells ignore resistance to fire damage. It does not grant fire immunity, and your Tiefling’s own Fire Resistance is a separate defense. A Fiend Warlock can learn Fireball as a 3rd-level Warlock spell once able to cast 3rd-level spells (Warlock 5); it is not a Mystic Arcanum spell.
  • Metamagic Adept: This Tasha’s feat requires Spellcasting or Pact Magic; it is not a feature granted by multiclassing. It grants two Metamagic options and two Sorcery Points, which return on a Long Rest. Quickened Spell costs 2 points. Under the 2014 Bonus Action spell rule, after casting a Bonus Action spell you cannot cast another spell that turn except a cantrip with a casting time of one action. Plan the turn before spending the points.

Hexblade and weapon-feat caveats

A Hexblade can support a melee concept, but the subclass does not automatically grant Extra Attack. The 2014 Pact of the Blade arrives at Warlock 3; the Thirsting Blade invocation requires Warlock 5 and that Pact Boon. Great Weapon Master and Polearm Master make sense only when your weapon, proficiency, pact choices, and action economy support them. Polearm Master’s reaction attack triggers when a creature enters your reach; Hexblade’s Curse does not create that trigger, and using the Curse competes for your Bonus Action. Great Weapon Master’s −5/+10 option is a tradeoff against your chance to hit, not a guaranteed damage increase.

Multiclassing also has prerequisites and costs. Under the 2014 rules, a Paladin/Warlock needs Charisma 13 and Strength 13; Sorcerer or Bard/Warlock needs Charisma 13. Two Fighter levels can grant Action Surge, but reaching Fighter 2 delays Warlock features, and Action Surge is limited to once per Short or Long Rest. Evaluate the actual class-level features you give up before treating a multiclass as a free upgrade.

Choose by the weakness you want to fix

For concentration under pressure, compare War Caster with Resilient (Constitution) and your current ability scores. For repositioning, Fey Touched is useful when its +1 and spells fit your build. Choose Eldritch Adept for a specific invocation you qualify for, Spell Sniper when long-range attack spells solve a real encounter problem, and Lucky when you value broad d20 protection. Feats are optional: raising Charisma or Constitution may help more than a specialized interaction. Make the choice with your DM using the same 2014 rules package throughout.

Official Rules Sources

Related Warlock Guides

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