D&D General Warlocks' patrons vs. Paladin Oaths and Cleric Deities

I don't believe "every dirt farmer and street urchin has memorized the PHB and MM" has ever been official, so there is no reason to believe that anyone knows any "cosmic secrets." Also, patrons pick warlocks for charisma, not wisdom or intelligence, so it is unlikely that the warlock can detect a lie of omission or could identify the truth out of scores of wizardly tomes on arcane deals that probably split hairs on all manner of things.
I'm not saying it would be common knowledge for the masses, but in the specialized world of spellcasters, such information would be knowable arcana. It might take a roll, but it wouldn't be something that could be kept a secret, especially from warlocks who would look into such things.
Your second question is more interesting. I think of the pain as basically being money (thus the bank reference), although it is possible that it is a tasty snack for the GOO's, art for the fey, and a source of power for fiends.

That leads to a question, which I have not really thought of until now, did the warlock thing arise independently among these groups, or did one group invent it and the others appropriate it? Given the large amount of uniformity of it, appropriation does seem likely. If some GOO invented it as a way to get pain M&M's, an early warlock might have fallen into the clutches of a fiend or archfey who decided that he/she/it could get something he/she/it wanted out of the deal and replicated the warlock template.
In my mind it's more independent than that. John Doe contacts an archfey and makes a deal to do X, Y and Z in exchange for some power. Nancy Drew contacts Belial and makes a deal with him for abilities that let her be a better detective in exchange for A, B, and C. Jane Doe, annoyed at her husband John's constant pranks, contacts Cthulhu and promises to bring about the end of the world in exchange for power to get back at John.

D&D just needs to make the warlock base class uniform, so all three get the same basic abilities.
 

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I'm not saying it would be common knowledge for the masses, but in the specialized world of spellcasters, such information would be knowable arcana. It might take a roll, but it wouldn't be something that could be kept a secret, especially from warlocks who would look into such things.

In my mind it's more independent than that. John Doe contacts an archfey and makes a deal to do X, Y and Z in exchange for some power. Nancy Drew contacts Belial and makes a deal with him for abilities that let her be a better detective in exchange for A, B, and C. Jane Doe, annoyed at her husband John's constant pranks, contacts Cthulhu and promises to bring about the end of the world in exchange for power to get back at John.

D&D just needs to make the warlock base class uniform, so all three get the same basic abilities.
If you read the whole first paragraph, you would see that I dispute that a would-be warlock would bother or be capable of finding out that information.

From the would-be warlock's perspective, I'm sure it feels all very "independent" and special, but unless Cthulhu, Belial, and the nameless archfey only have one warlock (and have never had warlock before), it doesn't pass the sniff test. To all three of them, the warlock is not that important. Do you spend 5 minutes appreciating each and every nail before hammering it into something?

Plus, you know Belial has some overworked barbed devil doing all the work with the warlock anyway. What is the point of having an infernal bureaucracy under you if you have to do everything yourself?
 

I just tend to do one of;

A. The patron is a mentor, teaching you how to break the rules of magic, etc

2. The patron got what it wants from you already, and every great deed you do, every kill, every victory, feeds little bits of power to your patron which is just gravy.

3. You made the deal and are working against your own patron now, possibly you even stole your power in the first place. They cannot take it away, it is yours and that just aint how magic works, but they are your greatest enemy now.

But the biggest thing to remember is thst the player only has their character. What they want from the class is simply more important. So talk to them about it.
 

Yes 5e goes wayyy out of its way to ensure that PCs don't actually need anything
~34:30 https://twitter.co,.com/ChrisPerkinsDnD/status/850183402808463365
the earlier post19 warlock specific tweets
The ramifications of that design choice to ensure players don't need anything from the GM's world come up with the warlock/paladin/cleric classes, a few times in the TN/alignment thread, & it even extends to the god awful designed - rest mechanics.


agreed 100%. Unfortunately someone was so excited to push their Sam & Dean Winchester/Crowley or Constantine/lucifer fanfic that they moved the needle wayyyyyyyy beyond the point where the player had any reason to care & the GM was effectively unable to have the power granting entity/force push back after having a stern look ignored

That bold bit is where RAW and it's associated fluff matters to an absolutely critical degree. With 5e, the Overton-window equivalent shifted so far that should the GM have anything in that world they supposedly master push back when a player takes actions as if their PC doesn't care or the player themselves simply responds to a stern look from the powers that be by simply calling the GM's "master of worlds" bluff by completely ignoring it. At that point the GM can either ignore it & continue as is or pull one of
Simply declaring the GM to be a master of worlds has no value when discussing areas of the game where the rules lore & fluff were designed to ensure the GM lacks enough authority to keep metaphorical soft power stern looks credible
All of those are choices that poison the social contract & doom a campaign.
Agree...but there IS a mechanic that DMs do control on their side of the screen:
The handing out of experience points.

You wanted a mechanical solution this is it. It shouldn't get there obviously, but it exists.
 
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I don't believe "every dirt farmer and street urchin has memorized the PHB and MM" has ever been official, so there is no reason to believe that anyone knows any "cosmic secrets." Also, patrons pick warlocks for charisma, not wisdom or intelligence, so it is unlikely that the warlock can detect a lie of omission or could identify the truth out of scores of wizardly tomes on arcane deals that probably split hairs on all manner of things.

Your second question is more interesting. I think of the pain as basically being money (thus the bank reference), although it is possible that it is a tasty snack for the GOO's, art for the fey, and a source of power for fiends.

That leads to a question, which I have not really thought of until now, did the warlock thing arise independently among these groups, or did one group invent it and the others appropriate it? Given the large amount of uniformity of it, appropriation does seem likely. If some GOO invented it as a way to get pain M&M's, an early warlock might have fallen into the clutches of a fiend or archfey who decided that he/she/it could get something he/she/it wanted out of the deal and replicated the warlock template.
Or mortals did it, and invocations show just how non uniform it is, with an implication that the number of variations has grown over time and continues to grow.

Gods gave divine magic and arcane magic. Prescribed and orderly. Rational and controlled.

Then some guy, almost certainly named Jack, came along and figured out that you can actually just shove raw power into things and get similar power but in different shapes, and Jack talked the first patron into it.
 

I probably should've specified that this whole dilemma only came about because one of my players was quite disappointed with Warlocks' lack of patron interaction during a short campaign we had; so after talking it out with them, I ended up making this thread in an effort to gain insights from the folk here :)
That's certainly different! If your player asks for more interaction, of course a good DM starts looking forward to making it happen :)

The challenge is how to balance such interaction so that it feels compelling for action but not restricting or annoying. A secondary challenge is not to let it create too much spotlight on the same PC compared to others.

The DM of the campaign I am currently playing in, is actually facing a similar problem right now! We have a Warlock of the Fathomless (?) and the DM is a bit puzzled at how to create warlock-patron interactions that aren't too goofy.
 

If you read the whole first paragraph, you would see that I dispute that a would-be warlock would bother or be capable of finding out that information.
Perhaps, but it would be known before final pact agreement, since you can't have secrets be part of a pact. The pact is binding in both directions and only includes that which is formally agreed upon.
From the would-be warlock's perspective, I'm sure it feels all very "independent" and special, but unless Cthulhu, Belial, and the nameless archfey only have one warlock (and have never had warlock before), it doesn't pass the sniff test. To all three of them, the warlock is not that important. Do you spend 5 minutes appreciating each and every nail before hammering it into something?
No, but I do spend that much time or more before purchasing a tool(getting a warlock). I want to see which brands are best, and why a particular tool is good for the job I have in mind, and then compare that information to pricing before buying(make a pact with the store) the right tool for the job.
 

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