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D&D General What Happens if a Cleric/Warlock/etc PC Gravely Offends Their Supernatural Patron?

What happens if a PC gravely offends their supernatural patron?

  • Completely loses relevant abilities

    Votes: 31 30.7%
  • Suffers some kind of reduction in the effectiveness of abilities

    Votes: 24 23.8%
  • Are afflicted with a curse, but retain their abilities

    Votes: 19 18.8%
  • Are sought out by NPCs sent by the same patron

    Votes: 47 46.5%
  • A different supernatural patron replaces the original one

    Votes: 30 29.7%
  • Other (please explain)

    Votes: 32 31.7%
  • Nothing

    Votes: 23 22.8%

EzekielRaiden

Follower of the Way
Voted my preferred stance, "someone comes to hunt you down," though as always, context matters and should be accounted for.

I find "your powers are just instantly gone!" stories...really boring. They don't really do anything. Either you retire the character entirely, at which point there's hardly any difference between power loss and perma-death (which I don't care for either), or you find a replacement patron (or patch up your relationship with your current one) so all your powers come back, or the DM throws you a bone and you rebuild as something else. There's...really not much at stake there, because the player won't actually have their ability to participate removed, and most DMs won't even ask for the character to be retired and will instead find some other solution. Further, the narrative risks being a cul-de-sac rather than an unexpected fork in the road, especially if you resolve the differences with your patron.

If I'm going to give my players challenging situations, ones they actually will struggle with, stakes like these won't cut it. In the game I run, I pit the values or objectives of a character against one another: "Do you set aside your antipathy for your slimy-businessman grandfather, who MIGHT be turning over a new leaf, or do you snub him like he deserves, but risk letting someone you dislike even more gaining power instead of your grandfather, who might at least listen?" Or, "Do you take an evil power into yourself so someone else doesn't have to carry that burden, or do you keep yourself 'clean,' at the cost of not helping a person you care about?" Those challenges are way more interesting, because no matter what you choose, the choice will linger on, having consequences and echoes perhaps for the entire campaign. Choices like these can't just be revoked.

And maybe that's the problem I have with most of these "my powers are gone" stories. The power, the control, is so one-sided that it has no real drama to it. You know the house always wins. Patrons have unilateral control. I'm much more interested in character challenges where the players are the ones in control, but still must agonize over what to do. That, in part, is why I favor the "patron police squad" approach: because a squad sent to hunt you down can be evaded, persuaded, blockaded, or eliminated--or maybe they succeed and now you have to escape from a prison of your patron's making or the like. It's not clear who has the power in these situations. The player may actually have to choose between retaining their freedom and avoiding immoral actions, that sort of thing. That's much more vibrant and memorable.
 

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Other. If a player wants this to be part of his or her story, that can be negotiated with the DM, who may or may not want/be able to provide the time to add this to the current storyline. Otherwise, why would a player or DM do this in game? Presumably, they picked this character because they were into having this character serve a greater power. This scenario seems like it would be disruptive to the enjoyment of the game for the rest of the table.
 

Cadence

Legend
Supporter
The empowerments by a patron are permanent, either teaching the character how to do some feature or transforming the character to exhibit some feature.

The nature of the bargain is enticements: "theres more where this comes from".

The patron may or may not gain returns on the investment in the character.

Going with that, would it fit to just not have them to get the magical powers from any of the higher levels?
 

Yaarel

He Mage
(@Cadence, I wrote this post before I read your question.)

To me it is obvious that a patron cant take back any features.

However, is it possible to prevent future advancement until the character resolves the situation, one way or an other?

For example, a Cleric that is no longer in tune with their cosmic force: perhaps the spells that are "prepared" on the day of going awry, are now the only spells available, and cannot prepare different spells, until either reconciling or attuning a different cosmic force.
 

jgsugden

Legend
Gods and Patrons are all different. The relationships they have with each Warlock, Cleric, etc.. is different.

A warlock in an agreement with a Demon Lord is bound by a contract only in the loosest terms. A Lord of the 9, However, would have a very detaild and meticulous contract in place. The mecurial nature of an Archfey contract would leave lots of room for mischief. If you're in a deal with a powerful undead, that undead could have a wide range of enforcing contracts. How these are enforced might involve Inevitables, lose of powers, or other options. It is all as specified in the agreement.

Similarly, clerics of different Gods would see different responses. Ioun might focus on educating her priest, while Bane would punish the priest horribly. Sune might seek to mend the relationship, while Tharizdun might just smite the cleric, turn them into a blob of flesh, or murder all of their friends depending upon the whim of the moment.
 
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Cadence

Legend
Supporter
(@Cadence, I wrote this post before I read your question.)

To me it is obvious that a patron cant take back any features.

However, is it possible to prevent future advancement until the character resolves the situation, one way or an other?

For example, a Cleric that is no longer in tune with their cosmic power: perhaps the spells that are "prepared" on the day of going awry, are now the only spells available, and cannot prepare different spells, until either reconciling or attuning a different cosmic force.

My brain is sloggy today, so I pulled it up. And most of it does read the way you say: "unlock" , "your racane research and the magic bestowed .. have given you facility", eldritch invocation are from your study of occult lore".

The pact boon is a "gift" at level 3 for loyal service. So, maybe not taking it away, but certainly not getting it if you were an expletive at level 2. The Mystic Arcanum at 11, 13, 15, 17 are also bestowed and so seem to imply being in good favor. And the eldritch master at 20 requires you to entreat the patron.
 

Redwizard007

Adventurer
Can the fighter or rogue lose their powers? No. Wizard? No. Anything divine? Also, no. Tying a PCs powers to something that they can loose is a dick move. That's why I always go with, powers once bestowed are permanent.

Now, I get the appeal, from a story telling perspective, but where is the fun? It's just DMs doing their own version of "but that's what my character would do," and we all know how fun that guy is to play with. It's the same as using the girdle of masculinity/femininity or helm of alignment changing. Taking away player agency is never a good thing.

So what do I do? The same thing Christians have done to apostates over the millenia. Brutal torture and a very public execution. If the appropriate church gets a hold of the PC, that is. Why strip a character of their abilities when it so much more fun to turn their former friends and allies into a torch wielding mob, have the devout slam doors in their faces, and even send squads of paladins, clerics, or assassins after them, nevermind the appropriate fiends or celestials? If a player handed me a well developed faction, like their cult/church/druidic circle, I would want to kiss them. Just think of all the great RP interactions.

Edit: auto correct did me dirty
 

Snarf Zagyg

Notorious Liquefactionist
I think it should depend on how grave the offense is. Here's a ranking, from lowest level of transgression to utter and total blasphemy-

1. Warning.

2. Temporary loss of spellcasting.

3. Permanent loss of spellcasting. May be fixed by atonrment.

4. Permanent loss of all abilities granted by deity or patron. Cannot be fixed by atonement.

5. Death.

6. Transmogrified into a bard. Pretty much how the universe creates them.
 

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