Dungeons & Dragons: The 8 Deadly Warlock Patrons
Warlocks are a versatile class in Dungeons & Dragons, offering a unique blend of arcane power and customizable options. Their pacts with otherworldly entities grant them access to powerful abilities, but these patrons also come with their own set of challenges and dangers.
In this guide, we'll explore the eight most deadly warlock patrons in Dungeons & Dragons, their powers, and the potential consequences of allying with them.
1. The Fiend
Powers:
- Pact of the Blade: Grants access to powerful weapon summoning abilities.
- Dark One's Blessing: Deals additional necrotic damage to targets.
- Hellish Rebuke: Calls down a blast of hellfire upon enemies.
Consequences:
- Warlocks of the Fiend risk being corrupted by the infernal energies they wield.
- Their morality may become compromised as they embrace the darkness within.
- They may be hunted by celestial or holy beings seeking to destroy the influence of the Fiend.
2. The Great Old One
Powers:
- Pact of the Tome: Grants access to a vast library of ancient knowledge.
- Eldritch Blast: Fires a beam of psychic energy at enemies.
- Thought Shield: Protects against mental manipulation and scrying.
Consequences:
- Warlocks of the Great Old One may gradually lose their sanity as they delve deeper into the cosmic mysteries they uncover.
- Their minds may become warped and filled with alien thoughts.
- They may attract the attention of dangerous entities from beyond the stars.
3. The Archfey
Powers:
- Pact of the Chain: Summons a powerful familiar with unique abilities.
- Fey Presence: Charming enemies and enchanting allies.
- Misty Escape: Teleports out of danger or through walls.
Consequences:
- Warlocks of the Archfey may become entangled in the capricious and treacherous nature of the Feywild.
- They may owe favors or loyalty to powerful fairy creatures.
- They may face the wrath of the Archfey if they break their pact or betray their trust.
4. The Undying
Powers:
- Pact of the Grip: Grants control over undead creatures.
- Tomb of Levistus: Creates a temporary barrier of ice that slows and damages enemies.
- Aspect of Death: Channels necrotic energy into a deadly touch.
Consequences:
- Warlocks of the Undying may grow cold and detached as they embrace the power of undeath.
- They may experience a gradual physical decay as their connection to the realm of the dead strengthens.
- They may be targeted by holy or celestial forces seeking to purify the undead influence.
5. The Hexblade
Powers:
- Pact of the Blade: Enhances weapon proficiencies and grants a sentient weapon.
- Curse of Agony: Inflicts ongoing damage to cursed enemies.
- Armor of Agathys: Protects against melee attacks and deals cold damage.
Consequences:
- Warlocks of the Hexblade may become consumed by the thirst for power and vengeance that their sentient weapon embodies.
- They may risk crossing the line between justice and chaos as they use their abilities for selfish or destructive purposes.
- They may attract the attention of powerful beings who seek to claim the sentient weapon for themselves.
6. The Celestial
Powers:
- Pact of the Tome: Grants access to sacred texts and cantrips.
- Cure Wounds: Heals allies and removes certain afflictions.
- Guiding Bolt: Calls down a beam of holy energy that damages enemies and guides allies.
Consequences:
- Warlocks of the Celestial may face resistance or persecution from those who view their celestial powers as a threat.
- They may be bound by strict moral codes and religious obligations that limit their actions.
- They may draw the attention of demonic or infernal forces seeking to corrupt or destroy their sacred connection.
7. The Genie
Powers:
- Pact of the Tome: Grants access to elemental knowledge and cantrips.
- Create Elemental: Summons an elemental creature to aid in combat.
- Elemental Blast: Unleashes a powerful blast of elemental energy at enemies.
Consequences:
- Warlocks of the Genie may become indebted to the elemental being they pact with, fulfilling its requests in exchange for power.
- They may risk being drawn into conflicts between elemental planes and creatures.
- They may find their connection to the elements disrupted or manipulated by powerful extraplanar forces.
8. The Fathomless
Powers:
- Pact of the Chain: Summons an aquatic familiar with unique abilities.
- Tentacle of the Depths: Grapples and damages enemies with a tentacle from the depths.
- Black Tentacles: Restricts movement and deals ongoing damage to enemies.
Consequences:
- Warlocks of the Fathomless may become isolated and withdrawn as they embrace the ocean's depths and its mysteries.
- They may develop a fascination with the sea and its creatures that borders on obsession.
- They may attract the attention of aquatic horrors and ancient sea deities who seek to claim their power for themselves.
Choosing the Right Patron
The choice of warlock patron is a critical decision in any Dungeons & Dragons campaign. Each patron offers unique abilities and challenges, and it's important to consider the character's motivations, alignment, and playstyle before making a pact.
Pain Points:
- Difficulty balancing the powers and risks associated with each patron.
- Finding a patron that aligns with the character's backstory and goals.
- Managing the potential consequences of breaking or fulfilling the pact.
Motivations:
- Desire for power and control over others.
- Curiosity about the unknown and thirst for forbidden knowledge.
- Need for protection or redemption from past mistakes.
Tips for Roleplaying a Warlock
- Explore the complexities of the warlock's motivations and inner conflicts.
- Develop a relationship with the patron, balancing fear and respect.
- Use the warlock's abilities creatively to overcome challenges and advance the party's goals.
Frequently Asked Questions
1. Can I change my warlock patron during the campaign?
In most cases, no. Once you make a pact with a patron, it is unbreakable unless the patron chooses to release you.
2. What happens if I break my pact with my patron?
The consequences of breaking a warlock pact vary depending on the patron. Some may seek revenge, while others may simply withdraw their support.
3. How do I level up as a warlock?
Warlocks gain levels by gaining experience points and leveling up like other classes. They also receive additional powers from their patron at certain levels.
4. Can I multiclass as a warlock?
Yes, it is possible to multiclass as a warlock. However, it is important to consider the synergies and conflicts between the warlock class and other classes before committing to a multiclass build.
5. What are some creative ways to use warlock abilities?
- Using Eldritch Blast to create a defensive barrier or push enemies away.
- Summoning elementals to scout ahead, distract enemies, or provide support.
- Using Curse of Agony to deal ongoing damage to powerful foes.
6. How do I deal with the roleplaying challenges of being a warlock?
- Carefully consider the motivations and goals of your character.
- Discuss the relationship between your character and their patron with your DM.
- Embrace the inner conflict and moral dilemmas that come with being a warlock.
7. What are some fun warlock subclasses to explore?
There are a variety of warlock subclasses available in official Dungeons & Dragons sourcebooks. Some popular choices include:
- The Archfey Warlock, for those seeking a connection to the Feywild.
- The Celestial Warlock, for those drawn to divine power.
- The Fiend Warlock, for those who thirst for infernal might.
8. How can I make my warlock character unique?
Consider the following suggestions:
- Develop a unique backstory that explores the reasons for your character's pact.
- Choose a patron that aligns with your character's personality and goals.
Patron |
Powers |
Consequences |
Fiend |
Weapon summoning, necrotic damage, hellfire |
Corruption, moral compromise, infernal hunters |
Great Old One |
Ancient knowledge, psychic energy, mind protection |
Loss of sanity, alien thoughts, cosmic threats |
Archfey |
Familiar summoning, charming presence, teleportation |
Entanglement in Feywild, obligations to fairy creatures, Archfey's wrath |
Patron |
Powers |
Consequences |
Undying |
Undead control, ice barrier, necrotic touch |
Coldness, physical decay, undead targeting |
Hexblade |
Enhanced weapons, curse of agony, armor of cold |
Thirst for power, moral corruption, sentient weapon's influence |
Celestial |
Healing, guiding light, elemental knowledge |
Resistance or persecution, moral codes, demonic threats |
Patron |
Powers |
Consequences |
Genie |
Elemental summoning, elemental knowledge, elemental blast |
Indebtedness to elemental being, inter-planar conflicts, elemental manipulation |
Fathomless |
Aquatic familiar, tentacle grappling, black tentacles |
Isolation, sea obsession, aquatic horror threats |