D&D (2024) Warlock -- initial analyses

Maybe it's not the "universe" that grants the PC the ability...but under the 2024 rules, it's certainly not a patron either.... So how do you exactly get it? (From an in-world perspective, not a meta perspective)
Lots of ways.

Here's three:
* third level gives you the benefits of a patron -- you can have one before then, but they haven't noticed you yet. You've sold your soul, or whatever, and got the introductory benefits. So you begin adventuring and eventually merit the attention of your patron, who starts to give you the flavoured abilities that mark you as belonging to It.

* you are stealing magic: you've never trained formally, but you've found a way to tap into a divine being's power and they haven't noticed yet. At third level, then, you finally do get noticed, or your ability to steal their power increases beyond a surface level, and you start to benefit the rich vein. (This works particularly well for a patron of an opposing alignment).

* Or (for pact of the Chain) you capture a sprite (or pseudodragon or quasit or whatever) and it convinces you that there's more power to be had, if only do this...

Honestly, I prefer moving the patron choice to level three because it makes much better sense of Warlock dips: I can see someone "dabbling"with an otherworldly patron, but the full commitment comes with three levels. That's when you commit. I mean really, who is selling their soul for the ability to cast cantrips?
 

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Lots of ways.

Here's three:
* third level gives you the benefits of a patron -- you can have one before then, but they haven't noticed you yet. You've sold your soul, or whatever, and got the introductory benefits. So you begin adventuring and eventually merit the attention of your patron, who starts to give you the flavoured abilities that mark you as belonging to It.

* you are stealing magic: you've never trained formally, but you've found a way to tap into a divine being's power and they haven't noticed yet. At third level, then, you finally do get noticed, or your ability to steal their power increases beyond a surface level, and you start to benefit the rich vein. (This works particularly well for a patron of an opposing alignment).

* Or (for pact of the Chain) you capture a sprite (or pseudodragon or quasit or whatever) and it convinces you that there's more power to be had, if only do this...

Honestly, I prefer moving the patron choice to level three because it makes much better sense of Warlock dips: I can see someone "dabbling"with an otherworldly patron, but the full commitment comes with three levels. That's when you commit. I mean really, who is selling their soul for the ability to cast cantrips?

To answer your last question first - It's the promise of greater and greater power as they complete their task/quest (or whatever) - and not every patron requires a soul.

Those 3 examples are certainly creative, but I was looking for an "official" consistent reason of why it was moved to level 3.

The typical justifications such as it's easier for new players or it works mechanically better, it makes multi classing easier or it's consistent with other classes feels kind of flat to me.
 

Not needing to choose a patron until level 3 makes absolutely no sense to me.
It's not that you don't have a patron until 3rd level. It's that you're still an intern or temp worker without the full benefits package until then.

You could play it that you already have a specific patron you're working with, but you're still on the introductory trial period until 3rd level. You could play it that your Warlock is pulling favors from a lot of different lower level minions, basically getting competing offers from different companies, and 3rd level is when you pick one to commit to and get assigned a long term handler.

Clerics don't pick their god out of nowhere at 3rd level. Paladins don't act with complete disregard until they pick an Oath. Similarly, Warlocks aren't getting a patron with no build up at that point.
 
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The typical justifications such as it's easier for new players or it works mechanically better, it makes multi classing easier or it's consistent with other classes feels kind of flat to me.
Those are the official reasons.

Instead of having to choose from 48 different options, you choose from 12 options and then 4 options. That makes it easier for new players.

It also reduces the front loading of multiclassing. Getting everything you need for a class and having a subclass on top of it meant dipping 1 level was too strong compared to every other level.

Also. Levels 1 and 2 go by in 2-3 sessions. Intentionally really small XP required to level up.
 

Realistically, for a Warlock player, shouldn't levels 1 and 2 be actually introducing the patron and gaining it? These are the "apprentice levels" anyway. So, if your pact comes from that old grimoire you picked up, then levels 1 and 2 should be filled with that.

It really does seem like they're making 3rd level the new Level 1. Levels 1 and 2 are for establishing background.
 

Realistically, for a Warlock player, shouldn't levels 1 and 2 be actually introducing the patron and gaining it? These are the "apprentice levels" anyway. So, if your pact comes from that old grimoire you picked up, then levels 1 and 2 should be filled with that.

It really does seem like they're making 3rd level the new Level 1. Levels 1 and 2 are for establishing background.
WotC stance is that new players cannot comprehend anything so we cannot have decent features at levels 1&2.

ALL subclasses should start at 1st level not 3rd, sure, powerful features could be delayed to 3rd level to avoid cheese dips from multiclassing.
 

Not needing to choose a patron until level 3 makes absolutely no sense to me.

The whole defining characteristic of being a warlock is that you make a pact with an otherworldly being, or they make an involuntary pact with you. In some way or another, a connection between the PC and the patron needs to happen for the warlock/warlock class to exist. Because the connection is how you get your powers.

Without it, you're just a wanna-be spell caster.

Think about it. Under the 2024 rules, all you have to do is say "I wanna be a warlock" and poof the universe grants you the ability to cast eldritch blast.

Maybe it's not the "universe" that grants the PC the ability...but under the 2024 rules, it's certainly not a patron either.... So how do you exactly get it? (From an in-world perspective, not a meta perspective)
What the book says is this: "[Warlocks] often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron."

Under Pact Magic, it states "Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows -- its identity unclear -- but its boon to you is concrete: the ability to cast spells."

I think it would be easy enough to say that while the patron's identity is unknown at 1st/2nd level, the warlock could still have an idea of what type of being they've contacted. So they might have deliberately made contact through some specific ritual with an archfey, but they don't know whether they've contacted the Summer Queen or the Prince of Frost until they reach 3rd level.

It really does seem like they're making 3rd level the new Level 1. Levels 1 and 2 are for establishing background.
That's how it's been since 2014. The 2024 PHB just makes it more explicit. In the "Starting at Higher Levels" section, it states "It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players."

Unfortunately, my DM is old school and believes that levels 1 and 2 are "where the fun is". He refuses to start campaigns at higher levels ... but at the same time, he also doesn't seem interested in working the acquisition of a subclass into the story. So if I want to play, say, an eldritch knight, then I'm just an ordinary fighter for two levels and then suddenly gain magical powers out of nowhere. There's no room in the campaign for my character's learning of those magic powers. It just happens off-screen.
 

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