First time Warlock here, I'm playing a Fairy Warlock whose patron is Queen Titania. Our relationship is a good one so unless the DM throws me a huge curveball I don't think I'll be killing anyone for her. My DM and I have come up with different ways for me to reach out to her but I was wondering what are some of the "basic" things one might ask their Patron.
You could ask her if she has knowledge of certain places, events or people. Especially if you're dealing with other fey. You can also just ask for advice or what she thinks about a course of action. You don't need to involve her in everything, but like just checking in if she's still happy with you and if she has advice to offer should be nice.
It depends what you want to get out of it, and what your DM is happy to allow really.
I used to think of pacts as a deal that is struck, at which point the warlock is mostly left to their own devices so long as they are fulfilling their end of the bargain (harvesting souls, causing mischief etc.), so the amount of interaction a patron would normally have might be quite minor, like causing powers to weaken if the warlock isn't keeping up their end, or providing brief flashes of insight.
However D&D 5e is a lot less restrictive when it comes to deities, patrons etc., so really it comes down to whatever you and your DM agree upon.
For example, if your party has no cleric, and therefore no access to a cleric's "ask god for help spells" like augury, divination, or commune, then they might be happy for your conversations with your patron to give detailed advice on where to go, as this provides them with a plot device whenever the party gets stuck. However, if you do have access to some or all of these spells then they might prefer to keep the patron limited to less directly useful interactions, e.g- they might provide comfort, or general life advice, or communicate what they want from a given situation.
Another option if your party won't have these spells is that your DM could let you add them to your spell list. On D&D Beyond this requires copying your patron (Archfey I assume?) and adding the extra spells to the Additional Specific Spells box under Basic Information, when you select this customised patron you'll then be able to choose those spells if you want them as a mechanical way to interact with your patron while adventuring.
Which brings me to to the other thing to consider which is when can you communicate? Personally I'd probably say that to communicate normally you need to enter some kind of trance during a short or long rest, this is also good mechanically as it avoids putting your DM suddenly on the spot. You could also leave the door open for the DM to give your character brief visions or words of advice as a plot mechanic, e.g- if you're lost in a maze and that's slowing a session down, you might start getting visions of where you should go so you can lead the party out. Your DM might even prefer the "patron initiates the conversation" option as it means they aren't suddenly required to RP the patron, though they always have the option of not answering ("I'm sorry, the patron you dialled is not available right now…").
TL;DR Ask your DM, find out how freeform or structured the two of you want it to be, and think about how it might fit in with the rest of the party.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
That's pretty cool I'm running into the same problem in a way since I'm trying a new combination for myself that being a warlock who uses deception and lies to use evil people's wealth and other stuff to help themselves, their party, and good people while having Leira as her patron. Luckily the character is a Tiefling so they have naturally good charisma plus the warlock stuff so it would make sense. I just don't know what she would even do as a patron considering all I know is she's a goddess of lies, deception, and illusions.
Keep in mind that a warlock gains knowledge of all of their abilities and spells from their patron. The patron teaches the warlock the arcane knowledge needed do all their cool stuff.
A wizard learns their arcane knowledge from studying in libraries, apprenticing to higher level wizards, personal research, trial and error, etc. A cleric learns their divine knowledge from prayer and their deity granting them a link to a portion of the deities power that they can use to shape spells, etc.
A Warlock is taught their abilities by an extra-planar (usually) being in exchange for service and is codified into a pact (contract). Breaking the contract has penalties that are spelled out in that contract, but once taught arcane knowledge, that knowledge can't be taken away. The patron teaches the warlock the knowledge, the warlock then uses that knowledge to cast their spells etc. Future instruction can be withheld, but past instruction can't be removed unless by means of magically altering someone's memory.
So a big portion of the communication between patron and warlock is instruction of arcane knowledge, and direction on what service to provide. If it helps, think of the warlock as an employee of the patron. Yes they can be friendly, but they are the boss, and they are teaching the knowledge expecting to get something in return with a pact to enforce it.
Keep in mind that a warlock gains knowledge of all of their abilities and spells from their patron. The patron teaches the warlock the arcane knowledge needed do all their cool stuff.
A wizard learns their arcane knowledge from studying in libraries, apprenticing to higher level wizards, personal research, trial and error, etc. A cleric learns their divine knowledge from prayer and their deity granting them a link to a portion of the deities power that they can use to shape spells, etc.
A Warlock is taught their abilities by an extra-planar (usually) being in exchange for service and is codified into a pact (contract). Breaking the contract has penalties that are spelled out in that contract, but once taught arcane knowledge, that knowledge can't be taken away. The patron teaches the warlock the knowledge, the warlock then uses that knowledge to cast their spells etc. Future instruction can be withheld, but past instruction can't be removed unless by means of magically altering someone's memory.
So a big portion of the communication between patron and warlock is instruction of arcane knowledge, and direction on what service to provide. If it helps, think of the warlock as an employee of the patron. Yes they can be friendly, but they are the boss, and they are teaching the knowledge expecting to get something in return with a pact to enforce it.
Sort of, your patron may have taught you their abilities, but you could have also gained them through researching them.
some quotes from the class " They 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,
Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons.
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.
Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.
Some of that could mean you are taught it some of it leads to more of a indication you are researching things more like a wizard, but just at a different library. Not to beat a dead horse but they clearly should have been a int class, but be that is may I think the player decides how much of their power came from self research and how much came from being taught directly. Which by the way wizards have as well, they didn't just learn it at a library a master wizard taught them first. In the intro we have studying forbidden texts, drawing on knowledge, not granted but drawing which sounds more like extracted or studied/researched and wraps up with more study but needing Exp to level up.
Under their abilities, Invocations sound more self taught, pact magic is kind of in the middle the ability to cast spells is granted from them how is harder to pin down, you had to research the ceremony, what the ceremony entails is vague, and what spells you learn and how you learn them it is silent on, most rituals grant you a power though for a limited time like detect magic for example, this can be seen just as a stronger ritual that you learned to cast. Mystic arcanum is the only ability that sounds solidly like it came from your patron. but even there a player can easily argue they were granted what they earned through occult research, especially with patrons like the great old one who may ignore your existence. But to me it reads more 75% self taught, 25% granted directly. But given how many people like the I just stumbled into the pact by accident back story they probably lean more towards it all being granted. But if you want to be more of an occultist who learned and researched their way to power there is plenty of justification in the class.
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First time Warlock here, I'm playing a Fairy Warlock whose patron is Queen Titania. Our relationship is a good one so unless the DM throws me a huge curveball I don't think I'll be killing anyone for her. My DM and I have come up with different ways for me to reach out to her but I was wondering what are some of the "basic" things one might ask their Patron.
You could ask her if she has knowledge of certain places, events or people. Especially if you're dealing with other fey. You can also just ask for advice or what she thinks about a course of action. You don't need to involve her in everything, but like just checking in if she's still happy with you and if she has advice to offer should be nice.
I am also here.
Am snek.
It depends what you want to get out of it, and what your DM is happy to allow really.
I used to think of pacts as a deal that is struck, at which point the warlock is mostly left to their own devices so long as they are fulfilling their end of the bargain (harvesting souls, causing mischief etc.), so the amount of interaction a patron would normally have might be quite minor, like causing powers to weaken if the warlock isn't keeping up their end, or providing brief flashes of insight.
However D&D 5e is a lot less restrictive when it comes to deities, patrons etc., so really it comes down to whatever you and your DM agree upon.
For example, if your party has no cleric, and therefore no access to a cleric's "ask god for help spells" like augury, divination, or commune, then they might be happy for your conversations with your patron to give detailed advice on where to go, as this provides them with a plot device whenever the party gets stuck. However, if you do have access to some or all of these spells then they might prefer to keep the patron limited to less directly useful interactions, e.g- they might provide comfort, or general life advice, or communicate what they want from a given situation.
Another option if your party won't have these spells is that your DM could let you add them to your spell list. On D&D Beyond this requires copying your patron (Archfey I assume?) and adding the extra spells to the Additional Specific Spells box under Basic Information, when you select this customised patron you'll then be able to choose those spells if you want them as a mechanical way to interact with your patron while adventuring.
Which brings me to to the other thing to consider which is when can you communicate? Personally I'd probably say that to communicate normally you need to enter some kind of trance during a short or long rest, this is also good mechanically as it avoids putting your DM suddenly on the spot. You could also leave the door open for the DM to give your character brief visions or words of advice as a plot mechanic, e.g- if you're lost in a maze and that's slowing a session down, you might start getting visions of where you should go so you can lead the party out. Your DM might even prefer the "patron initiates the conversation" option as it means they aren't suddenly required to RP the patron, though they always have the option of not answering ("I'm sorry, the patron you dialled is not available right now…").
TL;DR
Ask your DM, find out how freeform or structured the two of you want it to be, and think about how it might fit in with the rest of the party.
Sounds like it should be a fun character to play!
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
That's pretty cool I'm running into the same problem in a way since I'm trying a new combination for myself that being a warlock who uses deception and lies to use evil people's wealth and other stuff to help themselves, their party, and good people while having Leira as her patron. Luckily the character is a Tiefling so they have naturally good charisma plus the warlock stuff so it would make sense. I just don't know what she would even do as a patron considering all I know is she's a goddess of lies, deception, and illusions.
Ask her how her day is.
Keep in mind that a warlock gains knowledge of all of their abilities and spells from their patron. The patron teaches the warlock the arcane knowledge needed do all their cool stuff.
A wizard learns their arcane knowledge from studying in libraries, apprenticing to higher level wizards, personal research, trial and error, etc. A cleric learns their divine knowledge from prayer and their deity granting them a link to a portion of the deities power that they can use to shape spells, etc.
A Warlock is taught their abilities by an extra-planar (usually) being in exchange for service and is codified into a pact (contract). Breaking the contract has penalties that are spelled out in that contract, but once taught arcane knowledge, that knowledge can't be taken away. The patron teaches the warlock the knowledge, the warlock then uses that knowledge to cast their spells etc. Future instruction can be withheld, but past instruction can't be removed unless by means of magically altering someone's memory.
So a big portion of the communication between patron and warlock is instruction of arcane knowledge, and direction on what service to provide. If it helps, think of the warlock as an employee of the patron. Yes they can be friendly, but they are the boss, and they are teaching the knowledge expecting to get something in return with a pact to enforce it.
Playing D&D since 1982
Have played every version of the game since Basic (Red Box Set), except that abomination sometimes called 4e.
Sort of, your patron may have taught you their abilities, but you could have also gained them through researching them.
some quotes from the class " They 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,
Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons.
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.
Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.
Some of that could mean you are taught it some of it leads to more of a indication you are researching things more like a wizard, but just at a different library. Not to beat a dead horse but they clearly should have been a int class, but be that is may I think the player decides how much of their power came from self research and how much came from being taught directly. Which by the way wizards have as well, they didn't just learn it at a library a master wizard taught them first. In the intro we have studying forbidden texts, drawing on knowledge, not granted but drawing which sounds more like extracted or studied/researched and wraps up with more study but needing Exp to level up.
Under their abilities, Invocations sound more self taught, pact magic is kind of in the middle the ability to cast spells is granted from them how is harder to pin down, you had to research the ceremony, what the ceremony entails is vague, and what spells you learn and how you learn them it is silent on, most rituals grant you a power though for a limited time like detect magic for example, this can be seen just as a stronger ritual that you learned to cast. Mystic arcanum is the only ability that sounds solidly like it came from your patron. but even there a player can easily argue they were granted what they earned through occult research, especially with patrons like the great old one who may ignore your existence. But to me it reads more 75% self taught, 25% granted directly. But given how many people like the I just stumbled into the pact by accident back story they probably lean more towards it all being granted. But if you want to be more of an occultist who learned and researched their way to power there is plenty of justification in the class.