Warlocks - maybe every D&D 5E player's favorite edgy class and the one I find most intriguing, both as a player and a game master. And no wonder - not only are they powerful and unique, but they're highly customizable. So, just for fun, I have some thoughts on how they might make the transition to an Arcane Background in Savage Worlds.
Patrons and Pacts
Firstly, how do Warlocks work in 5E? Warlocks gain their power, not by study or some arcane heritage, but by making a pact with a powerful being called a "Patron." A patron can be anything from the malevolence of a fiend to the benevolence of a celestial, from the malign indifference of Cthulhu to the completely arbitrary dickery of an archfey. By choosing different patrons, the Warlock would have access to different Powers not otherwise available to a Warlock. For example, the Archfey Warlock could get the Confusion or Entangle Power, both with wilderness or fey trappings, while the Celestial Warlock would get access to Healing and other spells otherwise available only to AB: Miracles. The Warlock would also be encouraged to carry their theme through trappings for their other powers.
The terms of the pact depend on the patron and the whims of the DM. This can bring a lot of great role-playing to the table, because the DM can, in the guise of the patron, demand things from the warlock and the warlock has to comply or risk losing their power. In Savage Worlds, this could easily be recreated in Savage Worlds either through the Obligation hindrance or by creating some kind of Pact hindrance (neither of which would grant points at character creation). The DM could apply penalties to the Warlock's spell-casting rolls in order to tug on the leash if the player character should start to get too independent minded, in much the same way they would for a character with AB: Miracles who wasn't following the tenets of his religion.
Pact Magic
The flip side of this obligation is the great power awarded to the PC. In 5E, the Warlock has very few spell slots, but has access to powerful cantrips (0 cost Powers) and the Level 1+ spells they cast are automatically boosted to their highest spell level. So, the warlock can either fling a practically infinite number of free, but fairly weak, spells at the enemy, or a handful of very powerful spells.
This Pact Magic feature is maybe the trickiest of the mechanics to emulate in Savage Worlds. Savage Worlds doesn't have the equivalent of Cantrips, unless you count the ability for characters with the Channeling Edge (in SWADE) or the Wizard Edge (in previous editions) to sometimes cast spells for free or at reduced cost. I'd say that, because most warlocks take the Eldritch Blast cantrip, just give it as a free spell to all characters who take the AB: Warlock. The Eldritch Blast Power can, uniquely, be cast without spending Power Points, unless they choose to Boost it or alter the trapping using the Wizard Edge (in SWADE). Maybe it does the Warlock's Spirit Die + d4 damage - not an unreasonable amount, given that it's free - but the Warlock can modify it, using the Invocations laid out below.
For all other spells, things work a bit differently. First of all, give the Warlock reduced Power Points - say, 5 to start with. This forces the Warlock to lean more heavily on Eldritch Blast and other options than spell-casting. For all spells other than Eldritch Blast, the Power Point costs stay the same, but the Warlock may Boost the power one level without spending additional Power Points. So your Bolt Power would do 3d6 without spending extra Power Points (4d6 with a Raise). This means that your Warlock will be less likely to use Powers (other than Eldritch Blast) every round, but when they do, they can make the casting count. I don't feel like you need to make any special accommodations for the Warlock's higher level spells, the Mystic Arcanum. After all, your Warlock will never have an abundance of Power Points to spend on high level Powers anyway, so just let the Warlock take higher Rank Powers at their discretion.
In 5E, Warlocks recover their spell slots on a Short Rest - much more often than other 5E casters, who rely on Long Rests. In Savage Worlds, this would be equivalent to giving them faster Power Point regeneration - maybe 2 per hour instead of 1.
Eldritch Invocations
Next, Invocations. In 5E, Warlocks get "Eldritch Invocations," which work like Feats or special abilities available only to Warlocks. These can grant different effects for your Eldritch Blast or give you abilities as varied and powerful as always-on Mage Armor or Darkvision that works even in magical darkness. Really, these can be simulated through a series of Warlock exclusive Edges. You may wish to put a cap on the total number of these that can be taken, so as not to end up with an ungodly powerful character. Or, if you see your Warlock getting out of hand, maybe just start tightening the screws on their otherworldly obligations . . .
Boons
Finally, there's the Pact Boon, a special gift granted to the Warlock by their Patron. There's the Pact of the Blade, which gives the Warlock a magical weapon they can summon to their hands, the Pact of the Tome, which lets the Warlock choose spells from another class's list, or the Pact of the Chain, which gives a special, more powerful familiar. I'd rule these should be a one time only Feat, exclusive to the Warlock. You only get to have one at a time, but I'd leave it at the DM's discretion to permit the Warlock to swap these out periodically if they want.
Pact of the Blade is fairly easy to simulate - just allow the Warlock to bond to a weapon of their choice, then summon it to their hand at will, using an Action - no roll required. The closest equivalents to Pact of the Chain would be the Summon Ally ability or the Familiar Edge from the Savage Worlds Fantasy Companion. Maybe the Warlock can summon a unique familiar, not represented on the list, or one from a higher Rank? I'm open to suggestions on this one. Finally, there's the Pact of the Tome, which is pretty straightforward. This Warlock is able to pick several, say three, new Powers from any other Arcane Background of their Rank.Very powerful? Yes, but given that this is a one time boon, that makes sense.
Did I miss any Warlock features? Do you know of a better way to translate the Warlock into Savage Worlds? Do you feel the relatively elaborate restrictions and mechanics violate the rule of Fast, Furious, Fun? I want to hear it! Comment below and tell me how wrong I am.
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