WARLOCKS: Let’s Make a Deal
“Through pacts made with mysterious beings of supernatural power, Warlocks unlock magical effects both subtle and spectacular … The Warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf … Unlike bookish Wizards, Warlocks supplement their magic with some facility at hand-to-hand combat.” - PHB
While a Wizard studies to gain knowledge of the Arcane, and Sorcerers develop skills from the power their born with, Warlocks are granted such power through a pact. I think of them as having three parts to their backstory - what they did before the pact, how the pact came to be, and the story of the patron themself. Though, often the Warlock may not fully know the motives of their patron. Let’s dive into creating a Warlock character by examining what the pact is that you made, your relationship between you and your patron, and then deciding on how to play it out during the game.
DEFINE THE PACT
What’s in it for you?
A Pact is an mutually beneficial agreement between the Warlock and the Patron. So, let’s start by defining what you get out of it. Besides the use of magic, here are some possible reasons for the pact:
Life - Perhaps you were on death’s door, but were not prepared to go just yet. Making a deal to stay alive during a point of desperation is feasible.
Power - You saw others around able to use magic, and you sought a way to do so yourself.
Ancestral - It wasn’t a choice made by you, but one made by a great-great-great grandmother for her own reason. Now, the pact is moved to the next generation on their 18th birthday.
What’s in it for them?
Your Patron has motivations for entering into the agreement as well. Do you even know them? If not, then you can leave it up to the GM to reveal them later on during a game. Either way, they should require you to take action when something specific happens, whether it fits with your moral code or not. Here are some possibilities:
Influence - They might require you to spread the knowledge of them, essentially making you a recruiter. The more people you get to join into pacts, the more powerful you and the Patron become.
Whimsy - Your Patron is bored and thought having you do actions like practical jokes, taking down anyone stuck up, or robbing caravans while he watches could be great fun.
Justice - They are tired of some perceived injustice, and this is the way to project change from their plane. They could want you to eliminate followers of another being, anyone who threatens a Gnome, or people who commit crimes. Remember, not all patrons are evil, and not all deities are good.
DEFINE THE RELATIONSHIP
Now that the Pact is defined, let’s discuss the relationship between your Warlock and your Patron.
Talking Head - They can act as a conscience or a devil’s advocate; choosing to voice their opinion when it’s time for you to make a big decision they seem to have stakes in. It could be annoying, or comforting like talking to a parental figure.
Control - They take an active role in your power. It’s not you who channels their magic, but rather, they take over your body to make things happen. It could feel deadly or invasive to you, or you enjoy the feeling it brings.
Something More - The relationship goes beyond the granting of power. Over the years, the patron has become a friend, confidant, or maybe even something more romantic.
Non-Existant - You had to even be told at some point that you’re a Warlock. The pact is a mystery to you, including the terms. You have amnesia about the incident, or again, it’s ancestral, but your parents died before they could explain it to you.
DECIDE ON THE MECHANICS
Finally, let’s go over the mechanics of your patron. This is a decision that should be discussed with your GM. Make sure you talk about how big of a role they have in the session. Is it someone you confer with a lot by roleplay moments, or is it just inferred? Will it be you or the GM that voices your patron? Allow for the GM to know things that you don’t. It could be a great surprise to find out you don’t know your patron as well as you thought you did.
CONCLUSION
Warlocks can be complex and fun. Embrace the difference between them and their other Arcane counterparts. You have a built-in NPC/relationship you can explore during a campaign. Dig into your character’s life before and after the pact, how you feel about the agreement, and how you feel about the patron. Above all, have fun!