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General Tabletop Discussion
*Dungeons & Dragons
Dumping your Warlock Patron
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<blockquote data-quote="AmerginLiath" data-source="post: 6436198" data-attributes="member: 777"><p>I think that it's actually the opposite. Since the Warlock does NOT have 'Spellcasting' as an ability like all the other classes, but rather 'Pact Magic,' the spell slots are at the complete control of the patron – hence why they don't play well in multi-class. It makes sense, of course, as to the 'ease' of providing magic to the Warlock without having to actually learn Spellcasting like others (even a Cleric or Paladin, supported by a god for his magic, would assumedly have to learn the rites for his magic). If the Pact was revoked, so too would the Pact Magic be lost. Whether that means the Spells Known would be lost is another question (since those can be used in Spellcasting slots for other classes, those may be provided but still actually learned).</p><p></p><p>Were *I* the DM running this, I'd likely approach it one of three* ways. Either change the pact on the Warlock levels to a reworked Archfey(?) pact to show a bond to Bahamut, go on a quest to trade in the Warlock levels for Paladin levels (possibly keeping a number of Warlock spells-known in lieu of the Paladin spells that would have been learned), or else trade in the Warlock levels for levels in draconic Sorceror as the closest no-need-to-rework thing to a Dragon Warlock to show the changes wrought by the new bond. In any case, such a change of sides in planar battles isn't going to go off without some mark on him.</p><p></p><p>(* The DMG preview on Villains describing the Oathbreaker discusses how one can trade in subclasses in certain circumstances, which I think this works with. Were it just one character in a story, losing Warlock powers or at least spells would be perfectly tenable in story, but that decline in total power for the sake of story ends up costing the rest of the party at the table, and it would be a shame to cost them a good story just to save them that problem; it would be equally a shame to hand-wave the issue and have him keep on having all the Fiend powers...)</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6436198, member: 777"] I think that it's actually the opposite. Since the Warlock does NOT have 'Spellcasting' as an ability like all the other classes, but rather 'Pact Magic,' the spell slots are at the complete control of the patron – hence why they don't play well in multi-class. It makes sense, of course, as to the 'ease' of providing magic to the Warlock without having to actually learn Spellcasting like others (even a Cleric or Paladin, supported by a god for his magic, would assumedly have to learn the rites for his magic). If the Pact was revoked, so too would the Pact Magic be lost. Whether that means the Spells Known would be lost is another question (since those can be used in Spellcasting slots for other classes, those may be provided but still actually learned). Were *I* the DM running this, I'd likely approach it one of three* ways. Either change the pact on the Warlock levels to a reworked Archfey(?) pact to show a bond to Bahamut, go on a quest to trade in the Warlock levels for Paladin levels (possibly keeping a number of Warlock spells-known in lieu of the Paladin spells that would have been learned), or else trade in the Warlock levels for levels in draconic Sorceror as the closest no-need-to-rework thing to a Dragon Warlock to show the changes wrought by the new bond. In any case, such a change of sides in planar battles isn't going to go off without some mark on him. (* The DMG preview on Villains describing the Oathbreaker discusses how one can trade in subclasses in certain circumstances, which I think this works with. Were it just one character in a story, losing Warlock powers or at least spells would be perfectly tenable in story, but that decline in total power for the sake of story ends up costing the rest of the party at the table, and it would be a shame to cost them a good story just to save them that problem; it would be equally a shame to hand-wave the issue and have him keep on having all the Fiend powers...) [/QUOTE]
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