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*Dungeons & Dragons
Warlock -- initial analyses
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<blockquote data-quote="pukunui" data-source="post: 9446419" data-attributes="member: 54629"><p>What the book says is this: <em>"[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."</em></p><p></p><p>Under Pact Magic, it states <em>"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." </em></p><p></p><p>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.</p><p></p><p></p><p>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 <em>"It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players."</em></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="pukunui, post: 9446419, member: 54629"] What the book says is this: [I]"[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."[/I] Under Pact Magic, it states [I]"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] 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. 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 [I]"It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players."[/I] 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. [/QUOTE]
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