D&D 5E How can warlock patrons teach things they don't know?

Generally Warlock Patrons are undefined. The Fiend, not Orcus, Anthraxus or Asmodeus. A specified Patron may be an intermediary; like a Far Realm pact warlock who's Pact is ostensibly with Great Cthulhu,
but it's really with Yog Sothoth (of whom Great Cthulhu is merely the High Priest)
.

But revelations like that are best saved for late game when the warlock's knocked down his Patron's door to take his soul back.
 

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Well look at it this way. Let's compare a 17th level warlock's casting and Orcus'

WARLOCK
Cantrips: 4
Spells Known: 14
Spell Slots: 4
Mystic Arcanuim: 6th, 7th, 8th, 9th

ORCUS
Cantrips: 2 (chill touch, detect magic)
Spells Known: 3
Spell Slots for create dead: 3
Spell Slots for dispel magic: 3
Spell Slots for time stop: 1

What's Orcus missing.
2 Cantrips.
9 Spells Known.
1 Spell slot
0 Mystic Arcanium (He might have picked create undead 3 times somehow and time stop)

One could say Orcus already is a 17th level pact mage. A DM could substitute his dispel magic uses for any non-offensive spell and mantain the same balance. A DM could give him 2 more noncombat cantrip and do the same.

If the DM want's Orcus to be harder but keep the same statblock, that DM use choose 9 more spells from the warlock and fiend list and add it to Orcus.

It looks like Orcus might know all the stuff he would teach his warlocks. WOTC just simplified his block to match his personality and to keep DMs sane.

There you go. I didn't even charge money. :p
 

The answer is luggage. Orcus had to pack his suitcase.

Even when manifested on the Prime Material, Orcus is still a creature of the Abyss. He has to pick and choose what to pack for his trip. In the case of the OotA stat block, he came loaded for a certain type of fun. He knows that he's eventually going to get sent back to the Abyss; he's got certain goals while he's here, this time, though. Maybe those goals will result in him being able to bring a bigger suitcase, next time. Who knows? Who really cares? It's an excuse for future plot devices, and helps to reconcile the absurdly different stat blocks that have occurred over the years.

When Orcus is acting as a Warlock Patron, he's got a totally different game plan and set of bags. Really, he knows the trip is going to be pretty short, so he just brings carry-on. It's some darn impressive carry-on, though. No physical form, to speak of, but he does get to pack the tools he needs to empower an agent (a.k.a. minion) on the Prime. Once that task is done, he packs up and goes home, like some sort of fiendish jet-setter with a private plane.

Additionally, Orcus is such a magnificently potent entity that his "being" (I hesitate to use the word "soul" for Orcus) isn't really concentrated in one spot. His avatar from OotA doesn't really have any knowledge about what the rest of his consciousness is doing -- his core consciousness may even be in OotA, with and Warlock vassals essentially getting automated support. You still can't fully destroy him by killing the avatar. If you found him on his home plane, you probably couldn't destroy him in a single battle. It would be like tracking down Voldemort's horcruxes until you found every last repository of his being.

For other patrons, like the elder fey from the PHB or elder wyrm I added in my game, the same principle applies, even if the patron exists primarily on the Prime. Their stat block doesn't really give the whole picture. Sure, it tells you what they can do at that moment but it isn't their entire arsenal. The Oberon has his essence slightly diffused and may only be able to gather up a portion of it at a time, but could appear in any number of guises. The elder wyrm is more like a wizard who can reconfigure his spells, but can be killed if caught with his guard down; thus the standard stat block that gives them the best chance of survival for most circumstances, but will give some power to others in rare occasions.

As far as the Great Old One goes.... They really don't even have stat blocks because they play by seriously different rules.
 


Networking, the demon web, infernal machine, the big brain, the neuro-comic-com, the library of congress - they do not have the information but have access to the information to provide it.
 

Patron: "Here, mortal, have some raw [insert name of source]."
Mortal: "Bzzt flub flub whee!"
Patron's friend: (saunters over with snacks) "What'cha doin'?"
Patron: "Oh, just ****ing with one of my mortals."
Patron's friend: "Cool. Pringle?"
Mortal: "I am beloved of my otherworldly patron! Check out my skillz!"
Patron and friend: "Scronch, scronch, he he, scronch"
 

I am reminded of Dark Sun, where a similar situation existed with regard to Sorcerer-Monarchs being level 20+ wizard/psions and being able to empower templars (close enough to clerics if you squint) to cast spells they themselves could not. In that case, the reason was that they had been metaphysically attached to conduits to the elemental planes that allowed them to channel elemental power to their templars, even though they could not touch that power themselves. I'm guessing that a similar situation would work for warlocks and their patrons - Orcus can link a warlock to hellish (or abyssal) power without granting the warlock any of his own power.
 

Warlocks get access to arcane power tied to a plane of existance, via thier patron who acts like a conduit for it power as the Patron's essence is tied to the plane. They're abilities don't look the same, a Demon Prince or Archfey for the most part uses said power innately, the Warlock learns to channel said powers via spells and other abilities.

A Cleric and Paladin learns to channel the powers of the Gods, either directly in the case of the cleric who channels the power directly, or via Oaths impowered by the Gods.

Druids, Totem Barbarians, and Rangers uses the divine power inherient in nature via primal spirits and Nature Gods, beings whose sacred nature and essence are tied right into the natural world.

Sorcerors use either Arcane, Divine, or other magic innately, its being a part of them, part of they're birthright usually, usually inheriting a creature or a phenomena's natural connection to Arcane energy, or in the case of Favoured Soul being born (or being granted) a tiny piece of a Gods' divinity, gaining it both innately and from that God who is appart of the Favoured Soul. Favoured Soul is obviously the most different from other Sorcerors wilding divine instead of arcane magic.

The different in abilities between patron/deity and user is skill vs. innate nature, (with sorcerors being a mix of the two.
 

As far as the Great Old One goes.... They really don't even have stat blocks because they play by seriously different rules.
No, I have to strongly disagree here, can't even say how strongly.

The GOO may seem invincible if interacting mostly with a sissy word where people lose sanity from seeing a kuo-toa. If they wan't to swim outside their little pond they're faced with cosmic entities who can give them more than just a run for their money

I am so sick with this "GOOs are better than anything else" crap. Cthulhu was a DvR 5 demigod in 3.x and Azathoth a DvR 20 greater deity (by the slimest margin above the likes of Corellon, Moradin or Chauntea)
 

That would be a cool idea for Great Old Ones: they are so alien that they use stats from a different system.

They come into 5e with Rifts Mega Damage Capacity stats. :)

"oh, I'm sorry, you thought Cthulhu's claw attack did TWELVE damage? No, that's 1200 damage, and make a save vs. liquification."
 

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