Warlock

Warlocks in Tanaria are those who have struck a bargain with forces beyond mortal comprehension, exchanging servitude, loyalty, or ambition for arcane power that defies natural laws. Unlike wizards who study the arcane or sorcerers who are born with magic in their blood, warlocks are chosen, marked, or claimed by their patrons. Some seek out their otherworldly benefactors, desperate for power, knowledge, or revenge. Others never had a choice, their pact formed before they even knew what they were becoming.   The nature of a warlock’s power depends entirely on their patron—whether it be an ancient fey lord, a shadowed entity from the depths of the Void, or a long-forgotten deity seeking resurgence. Some warlocks revel in their gifts, embracing the path of eldritch might, while others live in fear of the price that must one day be paid.   Warlocks can be found in every corner of Tanaria, though their presence is often shrouded in secrecy or misunderstood superstition. In the kingdom of Valoria, warlocks are viewed as dangerous heretics, their power often tied to the Unbound Gods—forbidden deities whose influence was thought to be eradicated. In Necai, warlocks with ties to the Feywild walk a perilous line between the mortal world and the ever-shifting realm of the fae. In the arcane halls of Jou’lunn, scholars dissect the phenomenon of warlocks, seeing them as walking conduits of raw eldritch energy, subjects to be studied rather than feared.   Beyond civilization, warlocks carve their own path. In the depths of Dhuma’s wastelands, warlocks who serve eldritch patrons build hidden sanctuaries, speaking in tongues older than the gods. In the frozen reaches of Skölna, some warlocks are said to have bargained with ancient spirits of the ice, trading their mortality for power that defies even death.   A warlock’s path is never simple. A debt must always be repaid. A price must always be met. Some seek to fulfill their pact, while others struggle to break free from their patron’s grasp. But one truth binds them all—once a warlock is chosen, they are never truly free.
Type
Arcane

Playing a Warlock in Tanaria: Pros & Cons

  Warlocks are wielders of eldritch power, bound by pacts to otherworldly beings who grant them magic in exchange for service, devotion, or ambition. Unlike wizards who study the arcane or sorcerers born with magic in their veins, warlocks draw their strength from their patrons, forging a connection that grants them unique abilities, devastating spells, and supernatural boons.   With Eldritch Invocations and Pact Boons, warlocks are one of the most customizable spellcasters, capable of taking on many different roles in combat and social encounters. However, they must manage their limited spell slots carefully and rely on short rests to maintain their power.  

Pros (Why Play a Warlock?)

 
  1. Eldritch Blast: The Best Cantrip in the Game
    • Warlocks gain Eldritch Blast, a cantrip that scales in power automatically and can be enhanced with Invocations.
    • It deals force damage, one of the least resisted damage types in Tanaria.
    • With the right Invocations, it can knock enemies back, pull them in, or increase accuracy and damage.
  2.  
  3. Eldritch Invocations Grant Customization & Versatility
    • Invocations allow warlocks to gain unique abilities, passive buffs, or magical enhancements beyond spellcasting.
    • Examples include Devil’s Sight (see through magical darkness), Agonizing Blast (boost Eldritch Blast damage), and Misty Visions (unlimited Silent Image casting).
    • This makes warlocks one of the most adaptable spellcasters, able to specialize in offense, defense, or utility.
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  5. Short Rest Recharge = Consistent Spellcasting
    • Unlike other casters, warlocks regain all of their spell slots on a short rest, making them less reliant on long rests.
    • This makes them strong in campaigns with frequent short rests, allowing them to cast their strongest spells more often.
    • Their limited spell slots are always cast at their highest level, making each spell impactful.
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  7. Pact Boons Provide Unique Playstyles
    • Each warlock chooses a Pact Boon that defines their combat and roleplay approach.
    • Pact of the Blade turns warlocks into melee fighters who can summon magical weapons.
    • Pact of the Chain grants them a powerful familiar, such as an imp or pseudodragon, that can scout or fight for them.
    • Pact of the Tome gives warlocks additional cantrips and ritual casting, improving their magical versatility.
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  9. Unique Roleplaying Opportunities
    • Warlocks have deep, story-driven connections to their patron, adding intrigue and moral dilemmas to their character arc.
    • Their patron can be an ally, a manipulator, or an outright villain, creating constant narrative hooks.
    • This makes warlocks one of the best classes for roleplaying-driven campaigns.

Cons (Challenges of Playing a Warlock)

 
  1. Very Limited Spell Slots
    • Warlocks have fewer spell slots than any other full caster, meaning they must choose their spells carefully.
    • Once they burn through their slots, they must rely on cantrips and Invocations until they rest.
    • They are less versatile in spell variety compared to wizards and sorcerers.
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  3. Short Rests Are Necessary for Maximum Effectiveness
    • Since warlocks regain spells on a short rest, they struggle in campaigns where short rests are rare.
    • If their party rarely stops to recover, they run out of resources quickly.
    • Without short rests, warlocks feel underpowered compared to long-rest casters like wizards or clerics.
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  5. Reliant on a Few Key Abilities
    • Warlocks lack access to many high-level spells, making them reliant on a few strong options.
    • Most warlocks lean heavily on Eldritch Blast for damage, meaning combat can feel repetitive.
    • If an enemy resists force damage or counters their abilities, warlocks have fewer alternative options.
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  7. Pact & Patron Influence Roleplay Choices
    • Warlocks have an active relationship with their patron, meaning their choices can be influenced by external forces.
    • Some DMs use patrons as plot devices, forcing warlocks to adhere to their patron’s demands or face consequences.
    • This can be fun for roleplay but frustrating for players who prefer full autonomy.
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  9. No Access to Ritual Casting or Arcane Recovery
    • Unlike wizards, warlocks can’t ritually cast spells for free, meaning every spell costs a slot.
    • They lack Arcane Recovery, so they can’t regain extra spell slots outside of short rests.
    • This limits their out-of-combat utility compared to other casters.
 
  Final Verdict: Should You Play a Warlock?  
  • Play a Warlock if:
    • You want a spellcaster with strong damage output and customization options.
    • You enjoy roleplaying a character with deep story connections and moral dilemmas.
    • You like short-rest mechanics that allow you to recover quickly between fights.
    • You want a mix of ranged spell attacks and supernatural abilities.
 
  • Avoid Warlock if:
    • You prefer a large spell list with flexible casting options.
    • You don’t like relying on a few strong spells or cantrips.
    • You dislike short rest dependency and limited spell slots.
    • You don’t want your roleplay influenced by an external patron.
  Warlocks in Tanaria are bound to powerful patrons, wielding magic granted by pacts rather than study or bloodline. They are masters of eldritch power, deception, and supernatural abilities, making them one of the most unique and customizable spellcasters. If you want to strike dark bargains, harness forbidden magic, and shape your own fate through eldritch means, then the warlock is the class for you.

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