- Hey friends, I'm Ginny Di, and today we're not just gonna
talk about warlock pacts, we're gonna make one. - Are you prepared to seal our bargain? - Yep, all set, YouTube! I want to do something creative, but I also need money to live. Let's make a deal! - Loading Pact of the Partner Program. - Can't wait! I'm sure this is going to
be a completely balanced and healthy partnership. (bell dings) I love warlocks, and I'm
not afraid to say it. I think the pact system is
basically a built-in story hook, and it makes for some
really exciting narrative. But if players and DMs aren't careful, it's very easy for a warlock pact to become something that
exists in backstory, but doesn't actually come up at the table. I know the rulebooks are
more like guidelines, but the basic description of warlocks in the Player's Handbook straight-up says that we wanna avoid that. Where's that book lady? - I have a name. - Oh! What is it? - You were right, it's Book Lady. Anyway, "Warlocks are
driven by an insatiable need for knowledge and power, which compels them into their
pacts and shapes their lives. The demands of their patrons drive warlocks toward adventure." - I think we can all agree that D&D is the most fun when your character has a strong motivation to adventure. At the same time, I've
also heard complaints that warlock class can feed
"main character syndrome," and the whole plot of the campaign can end up revolving around
one player's storyline. So, how do we hit that sweet spot between a warlock patron being
too central to the campaign, and being completely missing from it? If you're a DM or a player who wants your warlock pact to be more than just set dressing,
then this video is for you. We're gonna go over three core questions that players and DMs need to answer in order to create a compelling, dynamic warlock/patron relationship. But first, we need to talk
about what makes warlocks in particular such a
difficult class to roleplay. More so than any other
class, warlocks, by nature, demand communication, teamwork, and buy-in from both
the player and the DM. I've heard from countless players who felt frustrated that their
patron just never came up in the game, which left them feeling
like they'd been deprived of a core part of their class choice. And I get why this happens. The dungeon master is playing
the role of the Patron, like an NPC, but an NPC
that's key to the campaign, and whose actions can have a major impact on player decisions and
the direction of the story. That's a huge responsibility, and DMs are already dealing with a lot of huge responsibility. No wonder warlock patrons get pushed to the back burner so often. Now, just like with any factor in D&D, you and the people at
your table get to decide what your preferred table looks like. Book Lady? - "Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might
drive you into adventures, or they might consist
entirely of small favors you can do between adventures." - The player and the DM get to decide how actively they want the warlock pact to play into the game. Is the patron placing regular, specific demands on their warlock? Do they pop up with a
request every few sessions? Is the warlock largely
left to their own devices? It's all up to you. It's entirely possible to play a warlock whose patron barely comes up in the game, just like it's also
possible to play a warlock whose patron guides, or attempts
to guide, their every step. This is a great thing to
discuss in session zero. If a DM is planning on the warlock patron being very present and pushy, but the player doesn't want that, then a conversation needs to happen, or maybe they should
consider another class. Likewise, if a player is
imagining a very active patron, but the DM isn't prepared
to fill that role, it's better to know up front. Just like the warlock and the patron are making an agreement, so are the player and the DM. Setting expectations and
boundaries will ensure that you're are on the same page and make the game more fun for everyone. But no matter how hands-on
the patron is going to be, I've got three questions that
players and DMs should answer if you want to involve the
warlock patron in the game. Let's check out the first one. So, YouTube, you're an
all-powerful tech giant. You have everything. Why make a deal at all? What do you want? - I am powerful, true, but I cannot create the one
thing that fuels me: content. I only make money when my
servants, I mean partners, produce content. - So that's all I have
to do? Make content? - Yes. You must create consistent,
regular video... - That sounds doable! - that slowly narrows in niche, but is somehow never repetitive. Each video must be better
than the one before it. Forever, and ever, and ever. - I imagine that'll become
really hard in a few years, but that's a problem for future Ginny. Step one is to identify
what the Patron wants. This might sound obvious, but I have seen and
heard about so many games where this question is
never really answered, or is only answered vaguely. But the more fully DMs
can answer this question, the easier every part of
roleplaying the patron will be. By nature, a patron must want something. Otherwise, they wouldn't
need to make bargains with mortals at all. There's something they need done that they either can't or
don't want to do themselves. Maybe they have no access
to the prime material plane, so they need someone
who can enact their will on people, places, items. Maybe the patron is trapped
or endangered in some way, and needs the warlock's help. Or maybe the warlock has a special skill or position that the
patron wants access to, or maybe they simply need minions to spread their influence further. DMs can and should get creative here, but whatever you settle on, you should be able to answer the question: What use is the warlock to the patron? If your goal is for the
warlock's relationship with their patron to
define the character's arc, or even an arc of the campaign, I would go so far as to say that the patron should have
a clearly defined mission: A specific goal they're
actively trying to reach, that all of the tasks they
assign to their warlock are building to. That goal might be in line
with the warlock's goals, in contradiction to them, or something even more complicated. Personally, I think the
biggest brained idea is to link the Patron's goal to another player character's storyline. Whether or not the warlock
knows about their mission, how they feel about it, and what they do about it can make for an incredibly
compelling character arc. Now, to be clear, the DM does not need to
share all this information with the player. In many warlock/patron relationships, it wouldn't make sense for the patron to share their grand
plans with their servant, at least, not in full. Some patrons may even actively
conceal their true feelings and plans from their warlock. But even if the patron's
motivations are mysterious to the player, the DM needs
to know them inside and out. If the patron doesn't have a goal, but the warlock's motivation
for adventure is their pact, it can leave players feeling directionless during actual gameplay, so it's really important
to make sure the player's and DM's expectations for this align. - Good, God. Quick! Lash me to the mast! - What? Why? - I hear the call of a siren! If I'm not restrained, I'll surely follow it out to sea. Listen. - Hey! Penny Dragon Games has been releasing their quarterly Mag of
Holding for a whole year! - Do you hear that? How am I to resist such sweet music? - To celebrate, you can get
the Pirates & Seafaring issue for free for the whole month of May. Adventures, NPCs, backgrounds,
spells, magic items, extended rules, sea
shanties, lore, interviews. - Faster! Faster! - Oh God, I'm tying as fast as I can! - This is a fully-illustrated PDF stuffed full of 100+ pages of content. And it's not just for DMs! There are player options, too. - Did she say player options? Oh god, I'm like a moth to the flame. - Got it! You're safe, Captain! - This sucker retails for $15, but all you have to do is sign up for the Penny Dragon Games newsletter at the link in the description. - Wait, that's it? Just sign up for a newsletter? That's actually a great deal. - No! Resist! Don't let her honeyed words-- (water splashes) And she's gone. Shoot. Now who's gonna untie me? - All right, I'm ready to make content. Where do I sign? - Please read the following
Terms & Conditions in full. - Wait, slow down, that's
way too fast to read. - Click "Okay" to accept your pact. - Oh, who am I kidding?
I'm not gonna read that. Okay. A warlock pact isn't just
the mechanical choice that determines features and abilities. It's a bargain, and like
any bargain, it has terms. The player and the DM
should discuss these terms, even if they're just discussing the fact that they are unknown so that the player is aware
of the potential consequences for their in-game choices. You may want to start with
how the pact was made. This could have an impact on how strict or fair the terms of the bargain are, or even how much the warlock
knows about the pact. After all, a warlock pact
can be made unknowingly. Let's try two examples. First, warlock A is a talented musician. An archfey heard their
playing and proposed a deal. The warlock would be given
access to fey powers, so long as they offered
their musical services each year at the winter and
summer solstice celebrations at the archfey's court. Warlock B has always
had awful night terrors since they were a child. One night, in the midst of a particularly horrific nightmare, a beautiful woman appeared
and offered her hand. Desperate for help, the warlock took it, thus unknowingly accepting
a pact with an archdevil. Warlock A knows the clear
terms of their deal. They agreed to play music twice a year at the archfey's court. For the rest of the year,
they're free as a bird. Warlock B, however, may not
even know they are a warlock. Their new powers might
confuse or frighten them, and they may have to learn
through experience what happens if they ignore the evil commands
the archdevil gives them in their dreams. If you need a little help
coming up with pact terms, Xanathar's Guide to Everything introduces a neat little
rolling table with some ideas. - "A pact can range from a loose agreement to a formal contract with
lengthy, detailed clauses and lists of requirements. The terms of a pact, what a warlock must do to
receive a patron's favor, are always dictated by the patron." I'm not gonna read the whole table. Gimme a d6. - Six! - "When you use an eldritch invocation, you must speak your patron's name aloud or risk incurring its displeasure." Once you've settled on terms, you need to consider what happens
if those terms are broken. I'm not saying the player
or the warlock character need to know exactly what
the consequences are. But I do think it's important
to discuss this above table so that the player knows
what they're dealing with. This seems like a good time to note that despite common
belief to the contrary, there is no precedent
in the rules-as-written for patrons being able to
take away warlocks' powers if they disobey them. In fact, the Player's Handbook actually describes a warlock's
Eldritch Invocations as-- - Hey! What, you gunning for my job? - Sorry! Go ahead. - Eldritch Invocations
are described on page 107 as "abiding magical ability," and on 105, the magic bestowed
on a warlock is described as "lasting alterations
to the warlock's being." - Now, that's not to say
that you can't decide at your table that a broken pact and loss of access to magical abilities is narratively interesting, but this should be a decision that the player and the DM agree on, and everyone should be aware if a warlock losing their
powers is a possibility, since doing so basically
amounts to a house rule. Speaking of rules as written, Tasha's section on changing your subclass can also have interesting
implications for warlocks. - "With your DM's approval, you can change your subclass when you would normally
gain a new subclass feature. If you decide to make this change, choose another subclass
that belongs to your class and replace all your old subclass features with the features of the new subclass." - This sets up a really cool potential for a warlock switching patrons, whether that's through
the warlock's betrayal, or a mutual agreement, or even the patron making
some sort of deal or trade with another patron. I also want to note that punishment is not the only tool a patron has to compel their warlock
to do their bidding. I mean, we already know this, since the pact is made in the
first place not as a threat, but as a bargain. Patrons have already chosen
the carrot over the stick when making a pact, so DMs shouldn't forget that they can make that
choice during gameplay, too. My friend Kal pointed me to the Supernatural
Gifts section of the DMG about supernatural gifts. - "A supernatural gift is a special reward granted by a being or force
of great magical power. Such supernatural gifts come in two forms: blessings and charms." - Blessings are offered by
a god or "a godlike being," and are pretty powerful, stuff like a permanent 2-point
ability score increase, while charms are more minor, like limited access to a specific spell, or temporary improvement of a weapon. Don't forget about positive rewards when working out the conditions of a deal. While one pact's terms may demand that a character do their patron's bidding or face the consequences, another pact's terms could
instead allow the warlock to earn further rewards. Some pacts might allow for both. I'm sure people will hear me
suggest setting expectations and will say that I'm
being too intense here and that I'm advising DMs to
take all the risk and surprise out of a warlock plotline, and that's definitely not my intent. But a warlock patron usually
has some level of power over the warlock, and if
the DM takes this too far, it can feel like a
player is being punished for their choice of class. There are some real
horror stories out there. I think it's good to remember that a player can
explicitly tell their DM, "Hey, I love high stakes and mystery! I'm comfortable with my warlock patron pushing my character out
of their comfort zone, and I'm okay with there being consequences if my character pushes back." Communication doesn't
have to spoil the story, but it should establish trust. This is the kind of thing
that's good to talk about in session zero. Discuss what everyone's goals
are, establish boundaries, and make sure the player and the DM are on the same page about
what the pact entails. Well, that settles it. We have a pact now! What do I do if I have questions? - You are one of millions who serve me. You can ask your questions into the void, but they will never be answered, unless you have so many subscribers that you cannot be ignored. - How about 350,000? Is that enough? That seems like a lot. - Here. A pact boon. - This is just a plaque. Will you answer my questions now? (static sizzling) Okay. Once the player and the DM
know what the Patron wants, how the pact was made, and
what the terms of the deal are, it's time for a good ol'
DTR, define the relationship. Most of you probably already know this, but I know I also have a lot of newcomers to D&D watching my videos, so I want to say this outright. This relationship does not
have to be adversarial. The most common kind of
warlock/patron relationship does seem to be one where the patron is somehow taking advantage of, tricking, or manipulating the warlock, but that is not by any means required. You can absolutely have a
warlock/patron relationship that is positive, or even romantic. This isn't coming from me. This is literally coming
from the player's handbook. - I mean, yeah, it says, "What kind of relationship
do you have with your patron? Is it friendly, antagonistic,
uneasy, or romantic?" But don't lie, it's also coming from you. - I can't help it! I just want Nymwen to
raise her dead poet love from the grave as a Lich
and then become her warlock! It would be so messed up! - You have a problem. - Whatever! Anyway, the bottom line is, your warlock/patron relationship can look however you want it to. It can be like the relationship between a cleric and a deity,
an apprentice and a master, a child and a parent. It can be like the
relationship between friends, coworkers, or spouses. In fact, Xanathar's Guide
has a little rolling table for this, too. It's called "Patron Attitudes." - Gimme another d6. - Four! - "Your patron is a strict disciplinarian, but treats you with a measure of respect." - Kinky.
- Stop it. - This is a great time
to explore how the patron and the warlock communicate. Some of this is flavor, of course, whether the warlock
receives messages by scroll or skywrite or vision or something else, but some of it is quite practical. Can the warlock get in touch
with their patron anytime? How clear are the answers they receive? Unlike a cleric, warlocks don't have
mechanically defined methods of communication, like Commune
or Divine Intervention. It's up to the DM to determine
how accessible the patron is, and how much information they provide. Maybe the patron can
communicate with the warlock, but not the other way around. Maybe the warlock can perform
a ritual to get in touch. Or maybe, if they want
favors or information from their patron, the warlock has to complete
certain tasks in payment. There's no wrong way to do this, but a Patron who is too available could end up coming off as
favoritism at the table, while a patron who's not available enough could make a player feel like their class choices don't
actually matter in the game. The easiest solution to this
problem is, you guessed it, communicate above table about
what the player should expect. Both the player and the
DM need to establish, if not actually share with eachother, the way their side feels
about this relationship. How does the warlock
feel about the patron? Do they feel trapped and
haunted by their pact? Are they rebellious and
always looking for loopholes? Are they energized and eager
to support their patron? Do they see it as "just
work" and feel bored by it? Likewise, how does the patron
feel about the warlock? Are they an important asset to them, or just one of an army of servants? Is the patron invested in their growth, concerned about their safety, suspicious of their allegiance? These feelings don't
at all have to line up. A patron might trust their warlock, who is secretly planning to betray them. A warlock might feel deep love
for a cold, uncaring patron. It is often these conflicts that make a warlock/patron
relationship dynamic and interesting, instead
of flat and static. I mentioned this in the beginning, but it bears repeating. No class choice, or really
any character choice, should make the table feel unbalanced, like one player is the "main character" and the rest of the party
is just supporting cast. I know some people have
had bad experiences with warlocks taking up too
much space at the table. That sucks, and I'm sorry. I would encourage you to remember that those bad experiences
came from specific players, not from the warlock class. It is absolutely possible
to play a warlock in a way that meshes well with a party and doesn't make anybody
feel less important, and it's the DM's responsibility to ensure that every character
is getting their share of the spotlight. And this doesn't have to
mean removing a patron from the story. If anything, I think it's a great argument to give every character complex, important NPC relationships that are present throughout the game. When I asked you guys
what you thought made a compelling warlock/patron
relationship the other day, I got a lot of great answers, but I also got one that
made me kind of sad. Somebody said, "It's just flavor text for a different kind of caster. No one actually does that
stuff, except for YouTubers." I just want to be clear,
that's completely false. If you don't want to dig
deep into roleplay stuff, then don't! It's your game, and you
should do what's fun for you. But don't let anyone convince you that a table full of people who are excited to tell
an in-depth story together is some sort of social media fabrication. It's not. You can find that kind of table,
or make that kind of table. But it takes communication, which is hard. So check out my video
about how to communicate with your tablemates about what you do and don't want in a D&D campaign so that you can all get the
kind of game you're looking for.