Among the more than dozen classes in 5e, Warlock most naturally integrates story and backstory into the game. There’s a lot of ways to play, and a lot of good examples nowadays with actual play games like Critical Role, but I think a lot of warlocks are two-dimensional and missing a major component that can add a lot of fun and depth to the Warlock and the PC.

Defining a Warlock

A warlock is part of the arcane full casters like sorcerer and wizard, but other than mechanics, the thing that distinguishes the classes is where they derive their arcane magic. Warlocks gain their magic from making a deal or pact with a powerful being. They rely on this bestowal, learn it, and can hold an impersonal, symbiotic, parasitic, business, familial, or intimate relationship with their patron. Perhaps other than cleric and its divine intervention, the warlock is the only class with a real tie to an otherworldly entity. Capitalizing on this unique aspect of the class can add a depth of flavor… when done well.

0D – The Nether Realm (and not the cool kind)

A zero-dimensional warlock is a when the player is a warlock. And that’s it. Said a different way, there is no interaction between a PC and their warlock patron. I don’t think these happen that often, but it is definitely an exceptionally low bar that exists. The roleplaying depth of warlock is unused.

1D – The Monologue

a one-dimensional warlock is one that uses the patron in play and roleplaying but it is often just a one way street. I imagine a lot of this is just patron talk. The patron delivers visions or symbols in dreams, but the PC doesn’t have a way to contact the patron, express their wants, needs or desires.

2D –

finally, more than a point or a line, the two-dimensional warlock is what I think a lot of people consider as good warlock roleplay, from both the DM and the player. At this level, there is frequent, two-way communication between the player character and patron. The warlock has a real relationship with its patron–it may be adversarial, it may be amicable, but there’s true reciprocity both in power and socially.

This is a good time to talk about what a warlock pact is. The rules and conditions can vary widely. A classic one from folklore is a deal at the crossroads, often with a charismatic, devilish figure in which a Faustian wager is made. The warlock pact is the source of the power and relationship between the PC and its patron.

In fantasy, this happened in the Elrich Saga by Michael Moorcock. In the first book, Elric, a weak, drug-addicted sorcerer prince, summons the help of a Lord of Chaos, Lord Arioch, to help him. If you want to see what a warlock looks like in literature, this is 100% it and its done exceptionally well. Arioch constantly reappears and disappears on Elrich’s many quests. Arioch also has a solid personality, goals, and has a vested interest in Elric’s success.

The pact they make initially is that Arioch will help Elric when he’s in a tight spot (which happens often) and with Stormbringer, Elric’s magic, bloodthirsty Hellblade, Elric would dedicate those slain by the sword to his master.

That’s a pretty classic, dark and evil pact for you right there, and one that can last throughout an entire campaign realistically with its robustness, but one thing about their relationship that I don’t really see anyone do in their TTRPG games is bring it up to a three-dimensional relationship

3-D – The Final (?) Frontier

A third-dimensional warlock is everything a two-dimensional one is, except for the rules, conditions, rewards, and penalties of the pact can change.

Think of a warlock at level 1 versus level 6 or 8. The threats that they are facing are orders of magnitude more difficult than a few goblins. They’re dealing with more threatening politics and powers than most people know. At the same time they’re growing in their power (and in my opinion, patronage). Do you think the rules of engagement would change?

I do. So did Michael Moorcock.

One thing about Arioch, as a patron, is that he is unreliable. Sometimes he will bail out Elric, other times not, which I think is good practice–very dramatic. But when Arioch does go out of his way to bail out Elric from impossible odds, the terms of their pact are often updated. Arioch will ask for some type of magic item or for Elric to do some impossible labor–Elric owes him big time, and Arioch knows it. It’s always different from just the main soul pact too.

On the flip side, when Elric goes above and beyond for Arioch, does some additional soul rending or is particularly successful on some of his quests, he has bargaining power too. Arioch can’t force Elric to do just anything, and he has skin in the game to make sure Elric is on his side, taken care of, and alive.

This dynamism–the shifting of bargaining chips in the relationship and the shifting of terms–is what makes a warlock 3D. The warlock has agency as does the patron, and they should act accordingly. When the PC works her ass off and goes above and beyond to slay an enemy or wreck a cult of a rival deity, she should expect a little bit extra from her patron. On the flipside, she should be able to, in my opinion, ask for a bailout, but at great cost, because now the shoe is on the other foot.

Warlock is a great class that enables a wealth of roleplaying opportunities, specifically between the warlock his patron. In my opinion, it shines brightest when the pact and relationship is dynamic and the stakes rise.