I was reading through my player’s handbook, and got to the warlock’s patrons. Then I started to wonder, is it possible to have multiple patrons? If I made a warlock character, and later in the campaign, found for example, a unicorn, could I have made a promise to the creature, in exchange for magic?
I’m asking RAW, not "talk with your DM." Thank you for your help beforehand.
Pact of the Blade says "You can’t affect an artifact or sentient weapon in this way" in regards to making a magic weapon your pact weapon.
A Hexblade is a sentient magic weapon, as read in XGtE, "a force that manifests in sentient magic weapons…"
It sounds to me like you cannot turn your patron into your pact weapon, which would be very self defeating because you’re effectively making a contract with a living weapon to be able to better wield other weapons.
Am I interpreting this correctly or overthinking it?
In the Aberrant Lurk Unearthed Arcana rules is stated as:
At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
So you use a bonus action to conjure it, then you can do a melee spell attack, but this melee spell attack count as an action? If not, you can eldritch blast and hit with the tentacles, right? And if it does, can you just eldritch blast and then use the second hit as a bonus action? I know that Tasha’s already released an official version, but I liked this one way better.
I’m about to start running a campaign and one of my players wants to start as a wizard and multiclass warlock as well. I had already started creating a fairly powerful half-fiend (originally to be a big enemy much later on). I know that fiends can be patrons, but would a half-fiend be powerful enough to offer up a deal like that to my player?
I am intending on reflavouring the Genie, so that each type of Genie patron is instead a Fey Court themed around the seasons. All but one of the Genies work without changing.
Here is how I’m intending on reflavouring each variety:
Marid, winter; Efreeti, Summer; Djinni, Autumn; Dao, Spring.
However Dao is themed around stone, so I intended to change the extra spells to these for levels 3-5.
- 3rd: Haste
- 4th: Grasping Vine
- 5th: Wrath of Nature
These weren’t my only considerations, but I think they might be the best ones to pick.
My concern was that Haste might be too powerful however I thought Plant Growth, Daylight, and Aura of Vitality would be underpowered.
Are the new spells balanced in relation to what they were previously and the other genie options?
I really want to homebrew so that my Lurker of the Deep Warlock can summon multiple tentacles instead of just the one, I’m not sure if this is the right place to ask questions but please advise. My thought process is to make the tentacles act similarly to the cleric’s Spirit Guardians:
Grasp of the Deep At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Casting Time: 1 action
Range: Self (15-foot-radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
So I am thinking:
- summon 1 tentacle per turn as a Bonus Action,
- each tentacle last 1 minute
- Bonus Action to move 1 tentacle per turn up to 30 feet
- summon number of tentacles equal to your Charisma Modifier per Long Rest
- removing the damage increase at level 10 so that it stays at 1d8 damage
- Changing the Tentacle Attack Range from 10 feet to 5 feet
- Changing damage type to Bludgeoning damage from Cold/Lightning damage
- Tentacle attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Tentacles still subject to Bludgeoning resistance from enemies e.g. Barbarian Rage
- when an enemy creature ends their turn in the 5 feet range of a tentacle each tentacle within range gets to roll a Melee Spell Attack against their Dexterity saving throw on a failed save taking 1d8 bludgeoning damage and on a successful save taking no damage.
- as an Action on the warlock’s turn all the tentacles can attack each rolling individual melee spell attack rolls
Please any comments?
I’m playing a level 6 Warlock, my patron is Cthulhu (old god). I am a fan of Lovecraftian style horror, and I’d like to incorporate some of these themes in my quest. My personal quest is to create a cult of followers of Cthulhu, mostly to help me gain more forbidden knowledge but also to push the story of my character as a patron of Cthulhu. I had the opportunity recently to inflict some madness on 3 tied up initiates of a different cult who had been undergoing a stressful test to live on "air alone". I inflicted this madness using a tome my DM had given me, sharing otherworldly knowledge. I think now could be a good starting point to gain followers.
In reading other questions about creating cults, one of the things that needs to be there is authenticity. My followers need to be compelled to join me because of the horrific and terrible things I show them. I am unsure if I am powerful enough to do this yet. I want to do this according to the rules as much as I can, with less bending of rules or special treatment from my DM, since I am in a party and I still have things to do with them. I’d like to be able to gather followers sort of on the down-low without much "main quest" interference.
Are there any useful spells to use that will help me recruit followers?
Are there any feats that will help me recruiting or inflicting madness?
Are there any useful spells to assist in or directly inflict madness into NPCs?
What level should I be before I can expect to reliably recruit and command followers?
Can I do this with RAW?
small caveat: I am willing, and indeed waiting, to practice necromancy. My character is chaotic neutral, but by no means am I intending for this to be static. If he becomes evil, so be it. Should be fun!
I’m planning on making an Archfey warlock for an upcoming Eberron game. To flesh out my character’s backstory, I want to know more about what kind of "fey" entities such a warlock might form a pact with.
For context, the character’s backstory is that they are a Valenar elf who’s ancestor that he has to emulate was an "Eldritch Knight" or similar, some kind of battlemage anyway, except that my character isn’t very strong or smart (STR and INT are his dump stats), so he instead formed a pact with an archfey being to make up the difference, becoming a Pact of the Blade warlock so that he could better emulate his ancestor.
The reason I’ve picked the Archfey archetype is because the Valenar seems to be rather connected with fey, at least considering the various "Valenar xxx" animals listed in Eberron: Rising from the Last War.
I can of course work with my DM to just "invent" an archfey if need be, but I wanted first to see if there are any existing named archfey within any Eberron lore (from any edition of D&D if 5e doesn’t have anything), and bonus points if that archfey is associated with the Valenar elves at all.
Would Zorquan (Ancient Dragon god of dragonness, concerned only with the survival of dragons as a species) be a Unity domain patron deity of the draconic pantheon, as far as Cleric domains go?
It seems Lord Zorquan is attested in only two official canonical books ever: the 2e Forgotten Realms sourcebooks Draconomicon page 28, & Cult of the Dragon page 121 (also, name invoked by Malygris in writings on pages 63 & 119). No avatar or other stats are given, only a description in each book, as follows:
(High One, Greatest Wyrm)
Deity of Dragonkind, Greater Power of the Prime Material Plane, Neutral alignment
Symbol: A black circle superimposed on a larger, concentric white circle
Although Zorquan is often described as the deity of dragonkind, he is really the deity of dragonness. As Corellon Larethian represents the central ideals of elvenkind, so does Zorquan represent the central ideals of dragonkind. He represents power, pride (which all dragons, even golds, have in abundance) and, most importantly, status. Although he is generally classed as neutral, Zorquans alignment would more properly be described as ‘any’.
Zorquan is totally unconcerned with creatures other than dragons, except when their behavior affects dragonkind. He is the implacable enemy of any who would harm dragonkind (not, you will note, individual dragons). Adventurers who slay the occasional black or blue dragon will never feel Zorquans wrath. Members of all dragon species worship Zorquan.
He can manifest himself as a perfectly-formed version of any species of dragon. Whatever his form, his eyes crackle with sparks, sometimes spitting lightning bolts that flash and crack around his body. Zorquan is said to live somewhere on the Prime Material plane. Many legends tell of dragons with the temerity to visit his halls, but none give details on how to get there.
Later, a section detailing the draconic Holy Wars reads, in part:
~ Warfare tore through the ranks of dragon- kind, and at one time was violent enough to significantly deplete the Tori1 dragon population and actually threaten extinction unless something changed. Maybe it was the subtle influence of Zorquan, or maybe it was just that self-preservation finally came to outweigh the drives of fanaticism. Whatever the case, the dragons eventually turned away from the war, realizing that to follow their present course would lead to certain death for every dragon on the planet. ~
(High One, Greatest Wyrm)
Zorquan is a neutral intermediate power of the Outlands. His portfolio is dragonkind and dragonness (the essence of that which is dragons), and his symbol is a black circle superimposed on a larger concentric white circle.
(Cult of the Dragon pg121)
As far as I have been able to determine, this is the entirety of canonical material provided on Zorquan!
I did find one webpage detailing a homebrewed stat-block & church for Zorquan, complete with an extensive subclass description for his Exemplars, at: blog.aulddragon.com/2015/04/zorquan-the-high-one
I find the homebrew content from AuldDragon quite acceptable, though I don’t plan on roleplaying it directly, since it is homebrew & we’re playing a fairly by-the-book 5e campaign.
Given the information available, does it make sense that Cleric characters with Zorquan as their Patron would most aptly be classed under the Unity domain?
If there is another more appropriate domain, or if I’m doing this entirely wrong, please inform me!
Let’s say my multi-class Warlock 3 / Wizard 17 and his party have just killed his patron, fulfilling a life long dream to be free of an ancestral Pact with the evil fiend. He has zero interest in becoming ‘sworn and beholden’ to a new entity.
Now, according to this somewhat related question “What happens if the entity a warlock has a pact with is killed?”, the accepted answer is basically “No patron, no power”. That makes sense from the stand point of losing the ability to cast Pact Magic, as well as access to the various class abilities that were gained from the fiend patron.
However, there are still 3 character levels that it’s unclear what to do with. These levels were gained through adventuring, so what happens to them? Does the experience gained just evaporate? Does it transfer to the Wizard levels?
Obviously, the easy way out is “It’s up to the DM”. What I’m actually looking for is if there has ever been a precedence set for what happens when a character basically loses access to a class. For instance, 5e Oathbreaker Paladin shows what happens to a paladin that breaks their oath.
I’m interested in finding any precedence set throughout the history of D&D that will help a DM decide how to handle this.
What is the precedence for what happens to a warlock’s character levels if their patron dies?