Last time, I was burned out on the D&D due to its magic and trying to figure out how to resolve my problems with it all. Maybe the solution to the madness is to just... embrace it all. And make the world saturated with magic. And yet to make the magic rarer. So let's try out an experiment and see where this goes!
Note: Don't take any of this as a thing written in stone. This is me speculating on a setting from the ground up, figuring out what would it take to make a sensible high magic world. Of course, your world can and probably is different from any of the following.
Note 2: Whenever I speak "commoner" in this article, I don't necessarily mean the CR 0 creature. It can be any humanoid who is not an adventurer or related to an adventure. A city guard, a local priest, a traveling merchant, etc.
Edit: One last important detail I forgot to mention, a lot of these options come from the Compendium of Forgotten Secrets: Awakening. Thanks once again to Genuine Believer for awesome work that keeps inspiring me!
On the Magical Frequency
It takes a lot of effort to become most of the classes. Adventurers have a drive for this, but commoners, for the most part, don't. Barbarians, monks, fighters, and rogues all require some sort of training that could take up a long time. As for the spellcasters:
- Artificer and Wizard require some level of intelligence and large amounts of time to study and memorize everything necessary to perform your magic (or invent things, in the case of an artificer).
- Bard learn their magical arts by trial and error in guesswork.
- Cleric is someone chosen by a deity.
- Druid and Rangers share a connection with nature itself and are thus bestowed with its magic.
- Paladin requires martial training and eventually an oath they make, whether it's made with a deity in mind or not.
- Sorcerer has a magical ancestry of some kind that can manifest randomly.
- And a Warlock, ... well, they make a deal with some otherworldly patron.
In the end, I think it's fair to say that the easiest class to become is a warlock. All it takes is to give up something for power. You don't have to be born into some powerful family, chosen by a deity, go through rigorous training or study, or do anything else intensive. With that being said, it's fair to assume that a majority of ordinary people who want some magical advantage would seek a way of becoming a warlock.
Yes, even you can be a warlock for a low-low price of your soul! Serf Token for Magic: the Gathering, by AaronMiller |
Culture of Warlockhood
Warlocks are part of public knowledge, possibly even more widespread than being a wizard or a sorcerer. It can be socially acceptable or unacceptable, depending on the culture you're in, and your patron choice.
People of this world split the otherworldly patrons into two groups generally: Saints and Grimms. The difference between them is quite simply seeing which of them is perceived as benevolent, and which is malevolent. Bear in mind, this is not about their actual nature, but perception. This allows for the same patron to be seen as a Saint in one culture and a Grimm in another. The patrons themselves can still be morally ambiguous if the DM wishes so.
I should emphasize that not everyone will become a warlock. Some just don't like the idea of relying on magic in their everyday lives. Of course, that kind of limits them in what they can do and how fast/well they can do it. Besides, soul is a rather low price. To quote one of the Saints:
"Ownership of your soul is not important if you can't be expected to receive a resurrection. And that's an expensive thing to arrange too! You have to get an expensive material, someone powerful enough to resurrect you, possibly your body too. If you'll be willing to give me your soul, I'll make it worth your time."
—Saint of Services
Following are the saints I came up with so far, along with the professions they look after and some of their abilities. They're usually roughly 2-3 levels of warlock, but don't expect them to be perfect player characters: worldbuilding here takes priority for me over mechanics, so rarely I added an extra invocation, considered some spell to be a warlock spell, or broke the rules in another way. For now I decided to keep the original names for the clarity of the reader, but each of these could be flavored in a positive way. The Experienced section describes the abilities of those who have practiced their profession for very long and shared their experiences with others. Such individuals could usually be found in bigger cities where guilds are. Finally, I don't think listing Grimms is necessary, since those tend to work like regular warlock patrons one might expect.
Saints
Saint of Communication
Patron of: couriers, criers, heralds, messengers
- At-will: blade ward, magic stone; silent image
- Leveled (2 slots): comprehend languages, expeditious retreat, illusory script
- Awakened Mind. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
- Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Experienced
- Pact of the Tome: guidance, light, resistance
- Aspect of the Moon. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.
Saint of Crafts
Patron of: alchemists, architects, artisans (leatherworkers, masons, potters, smiths, tailors, ...), miners, woodcutters
- At-will: mending, prestidigitation; silent image
- Leveled (2 slots): feather fall, unseen servant
- Secrets of the Lost. Whenever you finish a long rest, you gain proficiency in two skills, languages, or tools of your choice. You remain proficient in these until you finish another long rest, at which point you can choose new ones to replace them.
- Additionally, you gain a swimming speed equal to your walking speed.
- Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Experienced
- Pact of the Chain: wandering stranger**
- Awestruck Awakening. Whenever you finish a long rest, your mind overflows with the terrible secrets of your patron. You can speak to one allied creature over the course of 10 minutes, filling its mind with what you’ve learned. That creature can add your proficiency bonus to one skill or tool of your choice that it is not already proficient in until its next long rest.
Saint of Education
Patron of: calligraphers, cartographers, librarians, printers, scholars, scribes, tutors
- At-will: mage hand, prestidigitation
- Leveled (2 slots): comprehend languages, unseen servant
- Recovered Memories (1/long rest). As an action while standing adjacent to a corpse, you can produce an iridescent acid that consumes the corpse over the course of 1 minute. Once the process has finished, you can reabsorb the acid to access the creature’s memories. You gain information about the creature’s last 48 hours alive and the most important memories from their final year of life.
- Eyes of the Rune Keeper. You can read all writing.
- Experienced
- Pact of the Tome: mending, message, seek phrase*
- Catalogue of Experiences. Whenever you use your Recovered Memories feature to absorb the knowledge of a creature, you can store the experience in your Book of Shadows, and make it come to life upon the pages of the book. You can copy and transfer any memories within your Book to another creature by touching them with the Book as an action.
Saint of Joy
Patron of: artists, jesters, minstrels, performers, street magicians
- At-will: minor illusion, prestidigitation; disguise self, silent image
- Leveled (2 slots): charm person, unseen servant
- Seeker of the Sound. You gain proficiency in the Performance skill and with all musical instruments. You can use a musical instrument as a spellcasting focus for your warlock spells, and can play it in place of using a verbal spellcasting component. When you cast a spell that has only a verbal and somatic component, you can choose to cast it as though it only had a verbal component.
- Experienced
- Pact of the Tome: dancing lights, thaumaturgy, one of the following: control flames, gust, mold earth, shape water
- Scroll of Imperial Authority. Whenever you can see a creature charmed by you, you can use your bonus action to cause it to speak any phrase you wish. The creature thinks that it chose to say those words of its own volition, though they may not believe them to be true.
Saint of Lawkeeping
Patron of: Baron; Count; Detective; Duke; Inquisitor; Judge; Knight; Lawyer; Marshal; Priest (Canon); Reeve; Sexton; Sheriff; Taxer; Theologian; Warden
- At-will: blade ward, prestidigitation
- Leveled (2 slots): hex, illusory script, sanctuary
- Bound to the Portrait. You create and magically bind yourself to your Gray Portrait. The Gray Portrait is a Small or Medium object that weighs at least 15 pounds, has AC 15, 10 hit points, resistance to all damage, and uses your statistics for saving throws. It can be repaired at a rate of 1 hit point per minute. You can choose to see through the Portrait’s eyes at any time and are always aware of its current state. If your portrait is destroyed, you tirelessly construct another during your next long rest, and you gain no benefit from that long rest.
- If a spell has the sole effect of restoring you to life, such as revivify, the caster can cast the spell on the portrait as though it were your whole corpse without using material components, causing you to step forth from your portrait. However, if your portrait is destroyed and you are dead, you can’t be revived without the use of the wish spell.
- You can use your action to cure yourself of any effect that is causing you to be poisoned, diseased, cursed, blinded, or deafened, sending the affliction to appear on your portrait. You can’t do this if it is destroyed.
- Experienced
- Pact of the Tome: dancing lights, guidance, message
- Ledger of the Deceased. Whenever a creature that you can see within 120 feet of you dies or you touch a corpse, you can choose to have their name be magically inscribed in your Book of Shadows. That creature’s corpse is always considered to be present and whole within your Book. If your Book of Shadows is destroyed, all the names within are lost.
- Preserved Document. You are instantly aware of any attempt by the other parties to break the terms of any contract or written agreement signed by you. If the contract is broken, you become aware of it.
- Scripture of Natural Law. You can cast zone of truth once without expending a spell slot. This use recovers when you finish a short or long rest. You automatically succeed on saving throws against this spell.
Saint of Prosperity
Patron of: bakers, brewers, butchers, distillers, falconers, farmers, farriers, fishermen, fruit pickers, gamekeepers, gatherers, gardeners, grocers, grooms, houndsmen, millers, physicians, shamans, shepherds, smokers, soothsayers, surgeons
- At-will: light, magic stone, prestidigitation, sacred flame; speak with animals
- Leveled (2 slots): cure wounds, unseen servant
- Healing Light (3d6/long rest). As a bonus action, you can heal one creature you can see within 60 feet of you, spending up to 2 dice from the pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
- Experienced
- Pact of the Tome: control flames, druidcraft, spare the dying
- Leveled: lesser restoration
- Book of Ancient Secrets (ritual only): augury, ceremony, gentle repose, skywrite
- Grimoire of the Endless Rain. Whenever you finish a long rest, you can perform a percussive ritual over the course of 10 minutes to change the weather. When you finish, an unnatural storm with a 1-mile radius rolls in and follows you, gently raining and occasionally flashing with lightning.
Saint of Protection
Patron of: archers, executioners, guards, hunters, mercenaries
- At-will: blade ward, booming blade; mage armor
- Leveled (2 slots): expeditious retreat, hex
- Hexblade's Curse (1/short rest). As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain 5 hit points.
- Hex Warrior. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
- Experienced
- Pact of the Blade.
- Aspect of the Moon. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.
Saint of Services
Patron of: bankers, chefs, cooks, innkeepers, merchants, servants
- At-will: prestidigitation; detect magic
- Leveled (2 slots): identify, illusory script, unseen servant
- Weight of Gilt. You have a single coin known as a Gilded Coin. You can summon the coin to your hand or dismiss this coin as a bonus action regardless of its location. Other creatures see this coin as 1 gp or other appropriate currency of equivalent value. You are always aware of who is in possession of your Gilded Coin.
- As an action, you can choose to convert all currency you have in your possession into an equivalent value in any other denomination or currency. For example, you can convert gold coins into an equivalent value of silver or copper pieces, or change them into other currencies you’ve seen before. Additionally, you can choose to conceal currency you possess in a pocket dimension, which you can access using a bonus action. If you die, the currency reappears on your corpse.
- Beguiling Influence. You gain proficiency in the Deception and Persuasion skills.
- Experienced
- Pact of the Chain: sprite
* found in The Compendium of Forgotten Secrets: Awakening
** found in The Compendium of Soulforged Artifacts. If it's not available, feel free to use a CR<=1 humanoid statblock without spellcasting instead
Final Notes
I'm afraid that these all feel same-y, with stuff like prestidigitation and unseen servant repeated too many times, but then again the pool of options useful for ordinary villagers in the warlock class is rather small. If you're a DM who wishes to use these, you can adjust these as you want: add or remove spells or features, change specifics of how these features work, etc. So far I didn't make up any lore or names for the Saints, because I wanted to present this idea and gather feedback on it before investing more time into this. If I receive enough suggestions, requests, or inspiration, I could make a continuation and/or update. Thank you for reading, and have a nice day!