Warlock Patrons
A warlock gains their power by forming a pact with a powerful entity. When creating (or multiclassing as) a warlock, collaborate with the DM to create a patron that fits the setting. This page has a list of both specific and generic suggestions.
Pact Terms
Pacts and their possibilites are described thoroughly in official 5e source material. When creating a warlock, establish what your character is giving or doing in exchange for the power they're given. A valid, solid, and flexible answer for every patron is "my patron will occasionally issue me commands, which I must fulfill." In addition, establish the cost if either side fails to uphold their end of the pact. Depending on the nature and strictness of the pact, this could range from "your warlock powers are forfeit" to "your soul is forfeit." Patrons might stake their own power or reputation on the pact as motivation to uphold it. By default, it is assumed that pacts are well-written and well-defined and don't have loopholes. If you enjoy the idea of trying to find loopholes and sneaky ways to play around the pact's instructions, you can opt to collaborate with the DM on the precise text of the pact. Your patron can take advantage of this as much as you can.Patrons by Type
For all warlock patron types, players can invent a new character to serve as their patron. This section lists already-existing options and details what to expect from different patrons.Fiend
- Devils. Devils are primarily interested in collecting souls to grow their power. The famous archdevils from official settings might appear in this campaign, and are valid choices for a patron.
- Known devils: Mazlataz
- Demons. Due to their chaotic and destructive nature, demons are less likely to create pacts, but are still an option. The details about devils above also apply to demons. Archdemons might appear in the campaign as well.
- Known demons: Chitzifutzl, Erbor
- The Destroyer. A malicious entity bent on destroying all life. If the Destroyer is your warlock's patron, consider how your character avoids being too evil to act as a hero in the campaign.
Archfey
- Fey lords. Several proud, colorful, ostentatious fey lords can be found in the Feywild. They might be interested in power, beauty, pleasure, or respect from other fey. Many are also very curious about the material plane.
- Granny Myrna Moldypits. Granny Myrna is a green hag living in the nearby forest. She harbors a number of dark secrets, but has so far been kind and helpful to visiting adventurers. She is happy to make a pact with polite travelers.
Great Old One
- The Voice of the Deep. An eldritch being believed to inhabit the deepest abyss of the ocean, the Voice observes surface-dwellers as they live their lives. It reaches out to the lonely, the forlorn, and the lost, and offers them power in exchange for the right to watch the world through their eyes from time to time.
Undying
- Sylniq, the dark scholar. An infamous lich wanders Archestria, consuming souls and scouring the land for arcane secrets. Sylniq is willing to make pacts with lesser beings, allowing them a taste of undead immortality. His agenda is a mystery; all that is known is that he hungers for esoteric knowledge.
Hexblade
- Sentient weapons. Some hexblade warlocks make pacts with powerful sentient weapons they encounter. Such items are rare in this world, but they do exist; if you create a sentient weapon for your warlock's patron, it won't begin with any special abilities. Feel free to give it a personality and history.
- Beings of shadow. There is no Shadowfell in this setting, but the types of tenebrous terrors that would be found there do lurk in the dark reaches of Archestria. Some of these nameless abominations might be willing to form a pact with an unsuspecting person. Their motives are alien and enigmatic.
Celestial
- Celestials. Angelic beings are rare in the world of Archestria; the few that exist are reclusive and tend to travel under disguise. When they reach out to offer power, they often choose good-willed beings in need of help. Their pacts are sometimes framed as a test of character, providing general objectives or commands in exchange for the abilities granted.
- Known celestials: Ophanim
- Spirits and Elementals. Divine magic of Archestria comes in the form of the spirits. As such, a powerful elemental or other large body of spirits can function as a celestial patron. Elementals want to protect nature and snuff out corruption and dark magic. The concept of forming an agreement with Archestrian spirits is somewhat similar to a paladin; the main difference is the nature of the power gained (magic versus empowered physical capabilities).
- Known elementals: Rhyolus
Genie
- Genies. Genies are elementals, but are not related to Archestria's spirits. Feel free to create a genie character as your warlock's patron. Genies might have a variety of goals in line with their alignment.
- Elementals. See "Spirits and Elementals" in the Celestial section; elementals can be genie patrons.
Fathomless
- Antherkapple. A conquest-seeking toxic kraken living in the South Ocean.
- The Voice of the Deep. See "Great Old One" for details.
Comments