[RPG] Are there any mechanics for becoming a warlock patron

dnd-5ewarlock

So our home campaign is, as all really good campaigns are, a hideous conglomeration. Chunks of other campaigns, including several published ones, have been combined, and a whole lot of homebrewing has been tossed in, especially bits about warlocks and their patrons. This culminated in our gnome warlock, who had made his pact with the Queen of Air and Darkness, manipulating his way into a position as an archfey just so he could break the pact and make one with himself.
This is, obviously, not covered by the rules normally, and I have no questions about that.

What I do have a question about is whether there are any rules out there covering being a patron for somebody else.

I'm specifically looking for information that would cover.

  • how many warlocks you can be a patron for.

  • whether there is a cost for the patron.

  • is that little gnome going to have to sacrifice levels or spell slots to give someone else magic power.

    • is he simply serving as a conduit for power from the Feywild itself?

    • anything mechanically involved.

    I'm trying to work out how our tiny archfey could build a coterie of warlocks, in a similar fashion to wizards taking on apprentices or a knight hiring on squires.

For reference, I've checked through the following books: the PHB, DMG, CoS, Dragon Queen, Rise of Tiamat, Storm King's Thunder, Xanathar's Guide, Mordenkainen's, and Volo's. If there's a sourcebook that addresses warlock-patron relationships from the patron's end, that'd be preferred, and I'm cool with third-party work. Barring that, homebrew is okay, but my goal is to find mechanics that are internally consistent, so it needs to jibe with what the PHB has to say on patrons.

Best Answer

A warlock can become a patron, but there are no specific rules for it

According to Dungeon Master's Guide p.38, becoming a patron is indeed a possibility for a warlock who reaches 20th level:

Characters who reach 20th level have attained the pinnacle of mortal achievement. Their deeds are recorded in the annals of history and recounted by bards for centuries. Their ultimate destinies come to pass. A cleric might be taken up into the heavens to serve as a god's right hand. A warlock could become a patron to other warlocks.

However, warlock patronage isn't bounded by any particular game rule. Unlike the deity rules originating in older editions of D&D, there's no ranking system to show the relative power of different patrons, nor any rules for how many followers they should have.

How many warlocks per patron?

This number is arbitrary and highly variable and not bounded by any game mechanic. As per Player's Handbook, p. 108, Otherworldly Patrons:

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock.

What does it cost the patron, and what is their power source?

There's no evidence that it costs the patron anything, nor any rule to suggest the source of the being's power. We do know that patrons are exceptionally powerful beings in their own right:

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power.

Archfey have a limited amount of lore, but archdevils and demon princes traditionally occupy entire layers of the Nine Hells or the Abyss because they are powerful, rather than drawing power from those planes. Certainly, however, legendary creatures often gain additional combat abilities while in their lair.

There's no text which would suggest a patron gives up part of their strength to create a warlock. In the 3rd edition sourcebook Complete Arcane, the warlock was described as giving up part of their soul to their patron in payment, which if anything ought to make the patron more powerful.

Nevertheless, a weaker patron having limits is wholly within the realm of possibility. Dungeon Master's Guide p.38 suggests that a normal character should be at least 20th level to become a patron, but this would still place you as one of the weakest. Patrons are described as "nearly godlike" in their power, with Tiamat (CR 30) setting the upper bound for "nearly" godlike. Examples of patrons with available statblocks include Baphomet (CR 23), Fraz-Urb'luu (CR 23), Orcus (CR 26) Demogorgon (CR 26) (source: Out of the Abyss).