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D&D 5E Alternate Warlock Flavour

doctorbadwolf

Heretic of The Seventh Circle
So, the warlock is fine, thematically, but I do feel that the flavour is a bit...flat in places.

So here's some stuff I came up with for my games.

All warlocks: The Warlock is essentially a hacker of magic. Pact rituals exploit the eccentricities in the nature of magic, creating direct access points that normally require careful study and verbal, somatic and material precision. Though much of your magic comes, in some way, from your patron, the core of your magic is gained through your own wits and understanding of the underlying formula's of magic. ie, your ability to program exploits to interact with the fundamental cosmic "code language" of magic. Another way to imagine it, is that different magical classes use different published software that adheres to certain accepted norms and paradigms, to run their magic, and the warlock instead accesses it via hacked freeware.

Infernal Warlock: Your pact is basically a pyramid scheme with catastrophic personal consequences. You sold your soul for power, and thus your spells mostly come directly from a devil. You probably made your pact in a time of desperation, seeking survival, revenge, to save a loved one, etc. You may have studied the ritual magic of making pacts, or you may have simply fashioned a container, filled it with a vial of your own blood, a trinket related to your need, and a blank scroll or a few blank sheets of parchment, and buried at at a crossroads and stood, waiting, hoping for a sign while also hoping that nothing would happen.
Then, it appeared. A man or woman in refined clothing of black and red, with eldritch eyes and a molodious voice. Did they appear in a form matching your own race and culture, or something foriegn to you? Did they look like a tiefling, perhaps? They were almost certainly uncomfortably attractive, making you feel both repulsed and enticed, in spite of yourself.
You remember little of the exchange that followed, but what you do remember chills you to this day.
You were told that your soul was worth more than the average human or orc or monster, but that you could still use such creatures to pay off your debt. And one way or another, the devil assured you, your debt will be paid. And so you fight. If you are inclined toward good, you seek out the wicked, sending them to their deserved fate, and bringing yourself one soul further from perdition. If not, you used your new power and knowledge to make lesser pacts, trading access to your power for whatever souls the fools you empower collect, and sending those souls on to your "patron".
Trouble is, the more power you gain, the more your soul is worth, and the greater grows your debt. And like the devil said, the debt will be paid.

Old Ones/Star pact: You were a scholar, once. Your greatest joy in life was old books and dusty secrets, until you found it. An ancient book or artifact unlike anything you'd ever seen, or a star in the sky which your telescope had never before found. The small whisper of caution gave you momentary pause, but you could not resist the pull of discovery, and so you delved deep into the mystery you had uncovered. Days passed, and then weeks, in voracious study. Sleepless, you stared and took notes and muttered and grew more and more detached and irritable.
And then the voice came. It whispered to you of ancient rituals. Of lost magic which could open up to you the gift of ultimate knowledge. With knowledge, too late, came understanding. Your pact was made, without ever realizing what you were doing. You mind had formed a link to an existentially irrational being of unimaginable power.
Your pact does not feature an obligation, as with most others. Instead, you struggle daily to maintain your mental health, only suffering nightmares on your good days. For good and ill, you are not alone. Out in the world, spread accross the border of all nations, are cultists dedicated the terrible thing you've let into your mind. Some of them despise you, jealous of your direct connection to their "god". Others view you as a prophet, and insist that you will bring about the entry of The Voice in it's full form upon the world.

Pact of the Mentor: You are the ultimate student of Ritual magic, especially Pact Magic. You have studied many magical traditions, learning (often stealing) their secrets and recording them in your Grimoire. Normally, the discovery of your Grimoire was the beginning of your journey to becoming a Warlock, and it contains not only the knowledge you've gain, but also that of several long dead Warlocks who came before you.
But rare is the Warlock who has no use for a teacher, or a patron, and in one you found both. When you first approached your mentor, you were probably turned away, or asked to prove your worth. Through persistance and obvious talent, you were accepted a pupil. Your mentor could be nearly anyone, including the sorts of patrons gained by other pacts. Archfey, devils, ancient wyrms, archmages/archliches, and even gods of knowledge or secrets and their most powerful agents are possible Mentors. In very rare cases, a Grimoire contains the memories and personalities of previous owners, and can become the Mentor for younger warlocks.
Whoever your patron, your pact comes with an obligations, and rewards for fulfilling them. Whenever you come across a very rare book, spellbook, or otherwise learn an obscure secret or mystery or lost bit of history, you write it into your Grimoire, which seems to have unlimited space, and has been ritually bonded to your Mentor's Grimoire. Anything that is written in one, appears in the other. Your Mentor is not ungrateful, and rewards you knowledge for knowledge, showing you new magic, and perhaps even feeding you useful information pertaining to your current quest or situation.

in progress:
Fey Pact: You chanced upon a powerful fey being, and one way or another gained their favor, while they gained your trust, admiration and loyalty. You are now a loyal vassal to your Fey patron, much like a Knight to their Lord or Lady. As such, your Patron is more involved in your life than is the case with other pacts, in a few ways.
  • You gain one retainer or companion, as per the alternate Noble feature in the PHB. This retainer is fey, and can take nearly any form, from talking animal, pixie, satyr or even a unicorn. If you can ride it, it let's you, but flying mounts are not allowed. Regardless, it usually won't follow you into combat. (if I were using this flavor to rebuild the warlock, the retainer would be combat ready, but of small benefit, but here I'm just working with edition neutral-ish, so any mechanical thing has to be a "ribbon") Your retainer or companion is generally a close friend, or perhaps even more, and has some magical means of communicating with your mutual Patron.
  • Your Patron expects you to act in it's interests, and may impose a code of conduct similar to a Paladin's Oath, though generally less restrictive.
  • Your Patron sends you on quests. These generally don't interfere with your other goals or those of your companions, or require you to ditch an ongoing quest.

Shadow Pact: Similar to Fey. In my games, the two are very closely linked.

I kinda think there's room for a pact that doesn't have a patron at all, instead being a true prodigy of the ritual magic used in pacts, and maybe looking a bit more like a rogue or fighter with the feature slots normally granted by a pact.
 

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I wish I had the energy to rebuild the warlock as purely a warlock, then add the hexblade bits to either a gish class or make it a rogue or something, and build a summoner class using the binder and sha'ir concepts.

IMO, pacts were a great addition to the warlock, but I don't love trying to make them fit two other distinct concepts as well, when they are better suited to being like the bard, where the subclasses are specializations of the concept, instead of related but distinct concepts....idk.
 


Very nice. I generally feel that the exact nature of a Warlock's pact is something that should be defined, but is unique enough that each character would have their own details. What you have, though, very much captures the depth of flavor the Warlock can bring to the table.

I kinda think there's room for a pact that doesn't have a patron at all, instead being a true prodigy of the ritual magic used in pacts, and maybe looking a bit more like a rogue or fighter with the feature slots normally granted by a pact.
I agree. A thread from a while back got me thinking about the Sorcerer and how it started (AFAIK) as a Wizard with less resource management. The current scaffolding of spell slots and preparation doesn't really allow the Sorcerer to distinguish itself as a separate base class as much as it could, though the subclasses (at least dragon blooded and favored soul) are still intriguing. But, Wizard-lite mechanics don't really suit the "font of power" motif the 5E Sorcerer is supposed to hold.

My current thought is to let the Warlock leave the Sorcerer in a ditch, somewhere, and take its stuff. If you convert the sub-classes over (not hard), you're left with patrons like The Wyrm (dragon-blooded, strikes bargain with an elder/divine dragon), The Emissary (Favored Soul, bargain with an angel), and The Source (Wild Mage, bargain with magic itself?? -- I don't actually like wild mages, so I haven't put much thought into it). That's great for the powers, but you're still stuck striking a bargain. What if you wanted to be born with it? (Long way to get back to the point.)

Well, take the Pact of the Blood. I'm just not sure exactly how to implement it, though. Meta-magic could easily be turned into new Invocations that require Pact of the Blood. Sorcery points are a bit of an issue, though. The baseline function of changing your spell level just doesn't make sense for a Warlock, and any given Invocation is optional. Maybe give them one extra spell slot per day and let them sell slots for points, but not buy them. That would give them (balanced?) benefit whether or not they ever took meta-magic invocations.
 

Thanks, Fralex! I've always liked the idea of the Warlock (and the artificer, for that matter) being to wizards what rogues are to fighters, in a sense. And also the idea of magic just being equations that often have very strange variables, like bat wings. :P

Mercule: I like that! The sorc has never really inspired me, but I do like it's subclass features this time around.

Random thought, I think warlock might be the best base class to use to hack an artificer. At the very least, if I build an artificer/alchemist/runekeeper class like I've been thinking, the warlock will be the base I use for it.....
 

Random thought, I think warlock might be the best base class to use to hack an artificer. At the very least, if I build an artificer/alchemist/runekeeper class like I've been thinking, the warlock will be the base I use for it.....
That's exactly my thought, too. I don't see Artificer as a sub-class of Warlock, like Sorcerer could be. It would be more of a skeleton, like Bard, Cleric, and Wizard all share essentially the same skeleton for spells. I've thought about it enough that I could probably start a write-up, but I don't have anyone interested in playing it (unlike the dragon-blooded, blade-pact Warlock), so it's a lower priority.

I'd use the following sub-classes for an Artificer: item creation, construct creation, and battle support. The rune-keeper would be a viable build, but my first concern would be to capture the flavor from Eberron and House Cannith.

I'd use the Invocation mechanic (suitably renamed) for most of the Infusions. There are some from the ECS that just don't fit well into 5E (gain a +1 shield or armor power). Just make each one (or a tight group) a specific Infusion. Spells are spells. Stuff like light doesn't need a lot of fanfare.
 

I agree with most of that. IMO, the Artificer should only need one subclass, and then the alchemist can be a potionmaking subclass, and the runekeeper an experimenter of spells, basically. The idea would be that all three use material components and spells in new ways, hacking magic, but in a different way than the warlock does. So, basically arty base class, with an eberon focused subclass, an alchemist and a runekeeper, but all three would have that base of creating new things as a base class concept. Invocations as infusions I think works perfectly. The potionmaker would have the ability to spend spell slots to make potions, which could be modified slightly from the base spells, and the arty would make artifices, which i'd steal from the list of things the 3.5 arty and the 4e version could do. Maybe a fourth battle engineer subclass, as well, since we don't have anything like prestige classes this time around.

I think your approach would work well, too, though. Nice thing about 5e is that the game is simple enough that there are a lot of ways to do the same thing.
 

Nice work, but the warlock isn't the hacker; he's the one that takes the hacker's work and uses it not really understanding it. Sure it does what the hacker says, but it also does something far darker that suits the hacker's agenda.
 

Yeah, I get where you're coming from, but I disagree. IMO, the warlock isn't just some dude that made the wrong deal, nor do I think it makes sense that the pact is always partly a bad thing. IMO, the Fiendish pact is mostly where that flavor lives, while the other pacts are very different in origin and nature.

I'd even, if I could swing it, have the pact be made at level 3, because IMO the warlock is a competent character, and THUS is able to figure out the ritual magic to make a pact, thus becoming more powerful.
 

I like the idea of a "pact with no-one" but I'm not sure how to phrase this as an Otherworldly Patron. The best I've got is:

The Weave. Your patron is magic itself. You've entered no pact at all; instead, you've unravelled secret strands of magic, overlooked by others, and been rewarded with shortcuts to knowledge and power. Even to your prying eyes, the Weave is a mysterious an inscrutable patron. Part fate and part twist, the Weave never issues orders to warlocks, yet all they wind up doing its bidding in the end. (Actually, Fate would make a great Otherworldly Patron, too.)

Myriad. Instead of one over-arching patron, you entreat whichever otherworldly entity best suits your needs. You cast destructive spells by invoking the secret names of elementals; conjure monsters by entering short-term pacts with demons; break enchantments by calling upon ancient obligations of celestial powers; and warp time and space by briefly catching the attention of some inscrutable alien being from beyond. Your research into forbidden lore keeps you one step ahead of these extraplanar entities, leaving you indebted to many yet beholden to none.

The Dungeon Master. This hypothetical being rules over the entire cosmos, including gods, fiends, Elder Things from the Far Realm, down to the lowliest mortal or blade of grass. Most do not believe he or she exists, but you have been given a vision of the truth. You know that the Dungeon Master is a capricious being, who controls the multiverse with the roll of the dice or the vagaries of whim, granting inspiration to those who please him or her and falling rocks to those who do not. And yet, the Dungeon Master is himself bound by a the laws of a mighty tome, a book encoding the secrets of all reality, forged by beings of unfathomable power. Perhaps if you can stay on the Dungeon Master's good side, you might exploit some of those secrets without attracting his or her notice...
 

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