Sample Warlock Patrons

Kinneus

Explorer
I think this is the right forum. It's certainly a 'fan creation,' at any rate.
Inspired by the “Performing the Pact" article from DDI, I decided to write up some sample warlock patrons for you to enjoy. Feel free to steal.
Fey Pact Patrons
The Gracious Host
Origin: Some say he was a master gnomish illusionist, while others believe him to be an avatar of Avandra. Some say he’s actually the ghost of a particularly decadent eladrin fop. Whatever the case, the Gracious Host recruits warlocks by appearing before them in a majestic keep in the throes of a perpetual banquet. Appearing as a fat, jovial eladrin lord, the Gracious Host welcomes the initiate into his throne room, offering to teach him arcane secrets. If the student agrees, the Gracious Host demands a feast to celebrate their new arrangement. Illusory sweetmeats and dancers are summoned, and the party begins anew, carrying on for days at a time. At no point does the Gracious Host let on that the festivities are an illusion, and his magics are of such incredible texture that almost all mortal minds mistake them for the real thing. Many an initiate has feasted on magical food and sipped illusionary wine while their true bodies wasted away to nothingness. The Gracious Host’s gaiety is in fact a test. Only after the student sees through the illusions and demands an end to the festivities does the Gracious Host give up a fraction of his power.
Communication: After granting the fledgling warlock his new powers, the Gracious Host quickly grows bored, banishing the mortal from his illusory keep. A warlock can go years without receiving any contact from the Gracious Host, instead feeling a constant feed of fey power grow within him as the Gracious Host wantonly distributes his power like the spendthrift he is.
Goals: The Gracious Host demands little from his students, although every once in a while, the Gracious Host will summon them again. They might walk through a doorway and suddenly find themselves transported to the Gracious Host’s hall, or they may crest a hill and see his keep glinting in the distance. Once inside, the Gracious Host demands that the warlock (and anyone foolish or unlucky enough to be travelling with him at the time) entertain him. He refuses to release the party until they tell him an amusing story, put on a novel play, or fight for his entertainment. Eons of constant revelry have made him somewhat jaded and hard to please, and he’s not above imprisoning a few hapless mortals indefinitely if they fail to amuse him.
Best Suited For: Warlocks who want to specialize in illusions or psychic spells, or players who want minimal influence from their patron.


Kerith the Bloody-Handed
Origin: Kerith the Bloody-Handed was an eladrin wizard of unimaginable power and a devout worshipper of Corellon. Kerith considered opposing the followers of Gruumsh to be her most solemn duty, and lead countless assaults against the One-Eyed God, burning his temples to the ground in both the Feywild and the natural world. In time, Kerith’s zealotry began to resemble the savagery of Gruumsh’s own brood, and her popular support soon eroded. Officially condemned by the eladrin court and the church of Correllon, Kerith was eventually imprisoned in her own tower.
Communication: Kerith’s only link to the outside world is through the magical mirrors in her tower. Through them, she can project her image into any mirror in the cosmos. Her chosen warlocks communicate with her through planes of reflective glass. Sometimes, out of the corner of his eye, a warlock under the tutelage of Kerith can see a bloody handprint pressing against the interior of the glass, a signal from his austere master.
Goals: Kerith loathes Gruumsh and his orcish followers, and demands that any warlock serving her kill at least one follower of Gruumsh a year. Particularly eager students are known to remove and devour a single eye from their sacrificial victims, earning Kerith’s grim favor. Her more powerful students are often tasked with working toward her eventual freedom, so she can begin her crusade anew.
Best Suited For: Corellon-worshipping warlocks or players interested in exploring themes of zealotry and extremism.


The Windwaker
Origin: The Windwaker is a powerful, unknowable fey creature that is thought to be the Feywild’s answer to the primal spirits of the natural world. The Windwaker has no physical form. He sends gentle breezes and hauntingly beautiful howls of wind to show his approval. Sudden storms and invisible, raking claws meet those who earn his scorn. Savage and unpredictable, the Windwaker demands that the sprawling, arcane forests of the Feywild be left untouched. The Windwaker’s pet warlocks are known to oppose evil forces seeking to encroach on sacred Feywild glades, but they also oppose the machinations of Corellon and other good gods. Tending towards anarchy and technophobia, the Windwaker’s students believe even the beautiful cities of the eladrin are a corruption of the untamed power of the Feywild.
Communication: The Windwaker whispers his commands on the wind. A passing rain shower could be considered a great boon, while a sudden shriek of gale-force wind could be a dire warning. The Windwaker can be as cruel and indifferent as nature, and is much more likely to show disapproval than approval. Warlocks who anger the Windwaker suddenly find themselves rocked by hurricane-like winds that manifest from nowhere, leaving them bruised and bloodied.
Goals: The Windwaker wants to protect the ancient, magic-rich forests of the Feywild at all costs. He is also greatly interested in the primal entities of the natural world, and often sends his warlocks there as emissaries to forge bonds with followers of the spirit way.
Best Suited For: Players who want to give their warlock a primal feel or a reason to work with druids, barbarians, shamans and wardens. Also good for gnome and eladrin characters looking for an excuse to be in the natural world (they were sent as emissaries by their mysterious master).

The Watcher in the Trees
Origin: A malevolent force with a dark sense of humor, the Watcher in the Trees is normally silent, content to merely observe the natural world through the veil of the Feywild. Some think he is a powerful and spoiled eladrin high noble, while others believe he is a much more ancient and fearsome spirit, a portion of the Feywild’s dark side made manifest. The Watcher in the Trees seeks only amusement, and he seems to find the greatest comedy in pain, strife, and the feeble struggle of mortals who desire greatness. He will sometimes take a fledgling warlock on as a partisan and follow the mortal throughout her career, gently applauding her victories and laughing uncontrollably at her failures.
Communication: The Watcher in the Trees is one of the most accessible of all patrons, though his warlocks often wish he wasn’t. Warlocks that have been accepted as one of the Watcher’s “jesters” always feel their master’s eyes upon them. When they miss with an attack or fail at some goal, their head is filled with the mad, howling laughter of their insane patron. If they prove too “boring,” the Watcher may distract them with telepathic mockery at a crucial moment, or bind their feet to the ground as a hail of orc arrows speed toward them. Warlocks of the Watcher know they owe their every success to him, but they often owe him many of their failures, too.
Goals: The Watcher only wants to be amused, and adventurers are some of the most amusing mortals alive. Don’t worry: if you’re not being entertaining enough for the Watcher in the Trees, he’ll be sure to remedy that for you very soon.
Best Suited For: Insecure warlocks filled with self-doubt, or those who desire a more antagonistic patron.

The Fey-Catcher
Origins: In ages past, there was a mighty human sorcerer known as The Fey-Catcher. The Fey-Catcher learned to tap directly into the considerable mystical might of the Feywild by imprisoning the souls of various fey creatures. Sometimes he bound them to carefully-prepared magical implements, or sometimes he trapped the unlucky fey in trees, stones, or sites of magic power. Occasionally he simply bargained with them, trading favors for magical insight. The Fey-Catcher died long ago, most likely slain by vengeful denizens of the Feywild. He left behind several magical artifacts and fell grimoires, however, and power-hungry warlocks have been known to follow his example, bargaining, cajoling and stealing to unlock the secrets of the fey.
Communication: The Fey-Catcher was a mortal soul, and has long since died. Many follow in his wake, however, and study his writings. Some go so far as to seek out relics of the Fey-Catcher, or go on pilgrimages to sites where his fey servants may still be held ensorcelled and ready to serve.
Goals: Followers of the Fey-Catcher often have goals no loftier than his: they seek eldritch power at any cost, even if it means spilling the blood and stealing the souls of fey creatures.
Best Suited For: Players who are interested in fighting lots of fey, or for blatantly evil characters.

Look for Star Pact Patrons, Infernal Pact Patrons, Vestige Pact Patrons, and (possibly) Dark Pact Patrons in the near future.
 
Last edited:

log in or register to remove this ad

These are very creative! I especially like the one about Kerith the Bloody-Handed; I'm a sucker for dramatic irony. I look forward to more in the future!
 

Okay, here's the infernal pact guys. My challenge here was to come up with stuff more unique than the typical Faustian pact stuff; sell your soul for power, I think most people can come up with that on their own. I'm afraid that crummy-looking Legion movie stole a little thunder from my interpretation of Legion, but it's a pretty dang metal Bible reference, and I wanted to use it.
EDIT: Sorry for the eye-straining tiny text. Can't seem to fix it.
 
Last edited:

Infernal Pact Patrons
The Dark Shepherd
Origin: Nobody is sure what the Dark Shepherd actually is. He seems to operate outside the usual hierarchy of the Nine Hells, as no archdevil claims any association with him. The Shepherd commands a host of lesser devils, however, craven and desperate souls attracted to his unique influence over the mortal world. Though devils usually have difficulty leaving the Nine Hells, the Dark Shepherd can send lesser devils to possess mortal bodies with startling ease. Devils possess mortals for various reasons; some seek to escape the Nine Hells, while others are sent on specific missions from their archdevil masters. The Dark Shepherd orchestrates almost all these possessions, and has collected a vast network of allies and favors from the denizens of the Nine Hells in the process.
Communication: Very few mortals actually communicate with the Dark Shepherd. Usually a person has no idea they’ve attracted his attention until they wake up one night, horrified to find their bodies being used as puppets for one of his minions. The Dark Shepherd usually only sends a devil into the body of a weakened soul; somebody enfeebled by desperation, evil or depression. Every now and then, though, the Dark Shepherd sends a devil to infest a good soul, and rarely, the mortal is able to overpower the devil. The devil becomes a prisoner inside the mortal’s body, and the mortal can tap into the devil’s power like an infernal battery, harnessing warlock magic through its hate and rage.
Goals: The Dark Shepherd relies on other devils to tempt mortals into evil. When their souls are corroded by evil, the Dark Shepherd swoops in, planting one of his minions. His greater goals are unclear. Perhaps he hopes to turn all the mortal races into his puppets, or perhaps he’s just a devil with a unique skill, plying his infernal trade for profit and prestige in the Nine Hells. Even more unclear is why he occasionally risks creating a rogue infernal warlock by planting a devil in a good soul. Is it punishment for the implanted devil? An error or oversight on his part? Or does he suspect that infernal magic has the ability to corrupt even the purest of souls, transforming them into unwitting pawns?
Best Suited For: Good-aligned infernal warlocks, or players who are interested in characters with some very literal “inner turmoil.”

Rodric the Sin-Eater
Origin: In the ancient days of the Arkhosian Empire, Rodric was a mighty and honorable paladin of Bahamut. Believing the dragonborn of Arkhosia to be Bahamut’s chosen people, Rodric lead many charges against the foul fortresses of Bael Turath, and slew many of the Turathi’s infernal allies. After countless gore-flecked victories in the name of his god, Rodric began to understand the nature of his devilish adversaries very well… some say, too well. When he slew a devil, Rodric could see their befouled souls drifting back into the Nine Hells. Eventually, he learned to capture and devour those souls, using their hellish strength to fuel his own divine fires. In time, he learned to utilize the souls of his mortal conquests, as well. Mixing self-taught infernal magic with his own Bahamut-given prayers, Rodric the Sin-Eater became an incredibly powerful hero of Arkhosia.
Communication: Though regarded by the dragonborn as a hero even to this day, the political climate of ancient Arkhosia did not look kindly on Rodric the Sin-Eater’s use of infernal power. Though no historian can prove that Rodric ever used his powers for any corrupt purpose, he was considered a heretic by the high priests of Bahamut and eventually burned at the stake. His legend persists, however, and many follow the Sin-Eater’s practices. Seen more as a martyred hero than a proper patron, Rodric’s spirit (if it still exists) never makes its will known to warlocks.
Goals: Rodric the Sin-Eater was the first mortal to discover the power of soul-magic. The strongest soul-magic comes from immortal souls, such as the souls of devils, and to be an infernal warlock in this style, the initiate must first consume at least one infernal soul. Most do it accidentally, usually adventurers who overcome a devil and discover they can readily consume its power. Others purposefully seek out the path of the soul-devourer, whether to be more effective warriors of the light or to further dark plans for personal power.
Best Suited For: Adventurers who multi-classed into warlock, or characters interested in taking the Life-Stealer paragon path (PH1).

Mister Twist
Origin: Long ago, a powerful devil made his way into the world. Called Mister Twist, this creature is so hideous he is downright painful to look at. His limbs are twisted at impossible angles, his joints backwards, his skin scarred and wrinkled, and his face split by a maw grinning with countless needle-sharp teeth. Mister Twist usually hides his true form under numerous illusions, revealing his monstrousness only to shock or terrify. While most devils are interested in collecting souls, Mister Twist is interested only in collecting favors. In return for an infusion of infernal power, his warlocks sign their names with blood in his iron-bound book. They owe him one favor, to be named and collected at any time Mister Twist chooses.
Communication: Mister Twist takes a keen interest in his warlocks, and visits them frequently. When the warlock’s companions are all asleep around him, he may be graced by a visit from his dark master, coming to remind him of his debt. Perhaps these are dreams or visions, or perhaps Mister Twist is just an innately secretive creature, but he’s always gone before the warlock’s companions awake, leaving his protégé to shiver through the night alone, questioning his sanity.
Goals: Mister Twist prefers to appear to desperate mortals who need to sign his pact in order to beat some impossible foe or to rescue a loved one. Most of his warlocks are generally good-hearted people who make a singular rash decision in agreeing to his deal and later come to regret it. No one alive claims to have made good on their debt and survived. Some may have done so, but if they have, they are not discussing it. Mister Twist seems to take pleasure in the power the debt gives him, letting it hang over the head of his initiate like a dark cloud or a downward-pointing sword. Some suspect that he has no greater goal than to simply toy with his warlocks, driving as many as he can mad with anxiety and expectation.
Best Suited For: Players who want to hand their DM a nice, juicy plot hook, or those who want to give their character a reason to be unusually jumpy or anxious.

Legion
Origin: Long ago, a powerful archdevil ran afoul of Asmodeus. No one can say for sure what his transgression was, but it was severe enough to warrant an execution. Asmodeus tore the archdevil’s soul to pieces, and left those pieces to rot. But they did not rot. Instead, those individual pieces were small enough to slip through the barriers between the Nine Hells and the mortal world. Each piece bonded itself to a mortal soul, empowering that soul with infernal magic. Its identity fractured, this fragmented archdevil now calls itself Legion, seeking to rebuild itself and take revenge on the one that sundered him.
Communication: Everyone connected to Legion experiences their bond differently. Some see it as a curse, a greasy stain of evil they’d like to see removed. They may be wracked with phantom pains, haunted by nightmares, or experience flare-ups of uncontrollable rage. Others view themselves as gifted, enjoying their newfound powers. Those invested with a greater portion of Legion’s essence may be able to commune with the entity directly. Though his mind was fractured by Asmodeus’ rage, Legion is sometimes lucid enough to communicate something other than mad gibbering. Those “blessed” with a significant portion of his soul can hear his whispered urges to seek out other bearers of his essence… and murder them in their sweet, dreamless sleep.
Goals: Legion seeks to re-assemble himself. In order to do this, a single bearer of a fragment of his essence must seek out the other warlocks wielding his power and defeat them. When all the fragments of his soul are combined in this manner, Legion will be complete again. This naturally leads to conflict between his warlocks, which is something Legion considers to be a positive. The last warlock standing is likely to be one of the most powerful mortals alive, and a valuable ally if Legion is ever going to take his full revenge on Asmodeus.
Best Suited For: Players who want a clear, in-character reason for their character’s advancement. When you level up, reach a new tier of play, or hit some other important milestone, your DM can have you fight a fellow Legion-bearing warlock. When you win, you absorb that warlock’s fragment of Legion, and therefore grow stronger.

Asiah the Usurper
Origin: The Nine Hells rely on a rigidly-ordered hierarchy. Though many devils vie for personal power, most have the good sense to do so discreetly. Asiah the Usurper is one of the few devils strong enough to challenge Asmodeus openly. Appearing as a painfully beautiful human woman dressed in armor, Asiah came to the mortal world long ago to plan her assault on the Nine Hells. She recruits warlocks for her eventual attack on Asmodeus, instructing them to weaken his bases of power in the natural world, the Feywild, and the Shadowfell.
Communication: Asiah does not ask for souls, only for loyalty. Those who stand with her will be given access to potent infernal magic and richly rewarded in the afterlife, should she succeed in overtaking the Nine Hells. Asiah views herself as a goddess, one equal to or greater than Asmodeus, and tends to present herself as such. She reveals her glory to her chosen warlocks in beatific visions of blood, fire and conquest. An icon of Bahamut may temporarily contort itself into her image to issue a command, or strange altars to her power may be found in the wilderness, marking the path to victory.
Goals: Asiah’s ultimate goal is to wrest control of the Nine Hells from Asmodeus and the other archdevils and prop herself up as a proper god. She is greatly pleased by warlocks that offer prayers to her, but is willing to accept more agnostic followers, provided they prove useful. For now, she’s focusing on eroding Asmodeus’ powerbase in the natural world, smashing his temples and stealing his followers.
Best Suited For: Characters who believe “the enemy of my enemy is my friend,” and for players who want to fight lots of devils and Asmodeus-worshippers like duergars.
 
Last edited:


I love these. Time to add some of my own.


Star Pact.
Laratlo
Origin: Nobody knows exactly who or what Laralto is. All that is really known is that he lies in his kingdom amongst the stars. He invites potential initaites to his kingdom. His form is never seen, but his presence is felt and his voice proclaimed by his eladrin servants. They invite the initiates to gaze into the well of secrets. It gives them knowledge and power, but at a cost. Many are driven insane by sudden revelations. The Eladrin servants then push the insane one to drown in the well. Those who survive not fully scared or rarely, not at all, are taken under his wing.
Communication: . They hear whispers in their head when he requests something. If it is urgent or the whisperings have been ignored, It turns into a yell, constatly running through their thoughts.Should it still be ignored for some reason, it will silence and a parasite will be summoned inside their brain and begin to devour the warlocks brain. Many times the whispers are cryptic and often require a great deal of thought to figure out.
Goals: He normally will not demand much, but when the constelattions change, his will moves into motion. They often seem strange, like gathering black flowers and putting them on a road sign. Often times thye have to kill other star pact warlocks.
Best Suited For: People who want a lovecraftian theme for their warlock or players who want an odd/partly insane character.
 

Pets & Sidekicks

Remove ads

Top