Dungeons & Dragons is a game that prides itself on player choice, giving friend groups nearly limitless options when it comes to backstories, adventures, and characters. While limitless potential is fun, keeping the campaign connected is still important. When it comes to character creation, players should always work with their Dungeon Master to make sure that their characters fit, and an exciting and potentially dangerous way those playing Warlocks can manage this is by allowing their DM to pick their Patron for them.

Warlock Patrons offer some of the most varied class options D&D, allowing player characters to fill a variety of roles in the party, from front-line tank to healer. A Warlock's pact also provides some unique and interesting storytelling options, as whatever being the Warlock formed a pact with can very well show up during the campaign. With so many options available, leaving the choice of Patron up to the DM might seem like a bad idea, but by setting the right expectations, it can make a Warlock into one of the most compelling PCs a player will ever control.

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Not Knowing Their Patron Makes DnD Warlocks More Exciting To Play

A human warlock summoning a ball of magic in DnD

The relationship between a Warlock and their Patron can be a powerful storytelling tool, and by allowing the DM to make that decision, the Warlock's arc can be even more compelling to play. By giving the DM control over the Patron, Warlock players will have to learn exactly what they have a pact with as the campaign goes on, first learning the type of Patron, then slowly coming to understand exactly who they really are.

When choosing a Patron themselves, players may already have an idea of who their benefactor is, even is they don't know all the details. If the DM chooses, the player will need to learn along with the rest of the party, which can create a compelling mystery as everyone tries to learn just what kind of being is providing their Warlock with power. Not having control over their patron can also create compelling internal conflicts for the character, as the player may end up with a Patron far more dangerous than they expected. Many Warlock stories involve a character ultimately working against their Patron, so leaving their identity up to the DM can make that far more engaging.

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Letting the DM Choose Can Balance Parties & Create a Stronger Campaign

Outside of role-play opportunities, giving the DM the ability to choose a Warlock's Patron also provides mechanical and behind-the-scenes benefits. Party balance is important to keep a game running smoothly, so a DM could pick a Patron that encourages the Warlock to fulfill a necessary role within the party. Story-wise, it also gives the DM ways to connect the Warlock to the game's world. A pact could tie a character to potential allies or villains, creating a strong plot hook for players to work with from session one.

In any case, the DM and the Warlock player will need to communicate for this to work. DMs should make sure their choices will have a positive impact of the flow of the game rather than using the Warlock to buff or nerf the party in an unfair manner. The player should also have some say in the matter, perhaps eliminating options they aren't interested in to ensure they still have fun playing. Part of the DM's role is to promote character development, so it can harm the game if they make deliberately poor choices to make things difficult. Still, when done right, giving the DM more control over decisions like who a Warlock's patron is can make one of the game's most compelling classes even more interesting.