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If you want to be a truly good custom character, you have but one option: no origin. That certainly feels like my kind of players got the short end of the stick and are definitely missing out. :c The Dark Urge might be better at for a second character at a later date, once the mechanics are fully understood and we can prepare for them. Or perhaps we get mods that can adjust it to be less intrusive.
When you can’t trust YouTubers scrambling for views, who can you trust?
https://m.youtube.com/watch?v=bO04ujpz-AU&embeds_referring_euri=https%3A%2F%2Fduckduckgo.com%2F&feature=emb_title
The moment the bargain is made, the warlock can decide to spend the rest of their life using their power to counter everything the patron wanted. The patron can certainly work against the warlock, and will undoubtedly have FAR more resources and power, but nothing is stopping the warlock from making that choice. Their power can't be taken away. This is straight from Jeremy Crawford, the Lead Rules Designer for 5E:
https://twitter.com/JeremyECrawford/status/1221978854119460866?s=20
There is no reason why you can't play as a "good" pact of the fiend warlock... Who knows, it might lead to some interesting conversations with your patron.
Best advice, try it and find out.
Wow, that's... really dumb, and not interesting conceptually.
Oh well. Put it in the watered down 5e concepts bucket.
I dunno. Seems to open up a lot of interesting conflict potential. Plus from what little we've seen, we have a great example of what can happen if you go against the deal you made with your patron in the game so it's not like they get away unscathed. Depends on what their deal was.
Seems to me like it greatly shuts down interesting conflict potential. I also don't understand why any patron anywhere ever would give anyone power if they're not beholden to the pact in any way. That's like a cop giving a gun to a random because they -might- use it to catch criminals.
Agree to disagree I guess.
In practice, it depends entirely upon how the DM is willing to play out the dynamic between warlock and patron.
As the saying goes "the road to hell is paved with good intentions."
Your character may ultimately be driven by a desire to perform good deeds, but their fiendish patron is not going to make it easy for them. They will always be seeking ways to capitalize on the situation, and resisting the temptation to give in to corruption and violate your morale code becomes increasingly more difficult as the demands of your patron grow ever more difficult to fulfill.
Fiends do not simply aspire to be evil, they are the physical embodiment of evil itself. It is against their fundamental nature to not behave in a suitably evil fashion. So no, they're not just gonna let you run around making life better for everybody, when they can instead exploit the situation for personal gain and pleasure.
So basically being a Warlock leaves just about everything up to good ole roleplaying. For forming the pact itself, maybe they were present when a random summoning spell went awry, and made contact with a representative of the patron? Maybe in a moment of crisis a patron happened to be watching them and and offered to save them by granting them power in exchange for a price. Maybe they found an artifact, book, portal or any other anomalous event and unknowingly made a contact and deal with the devil. As for the price, it can also be anything. Your soul, someone else's, money, a vague favor some time in the future, anything at all. And if that transaction involved some future deed, your Warlock could just as well refuse when the time came, and then the patron would do whatever the DM deemed they would. Seek them out and kill them? Arrange accidents and misfortuen to the people around them? Curse them? Wait until they died and condemn their soul to eternal torment? Or simply seem to ignore them, while in reality playing the long game to take opportunity of the character's actions to achieve whatever otherworldy malign intents they had in mind. Even just the Warlock not being worth the effort and being ignored entirely, or whatever plans the patron had never coming to fruition in this case, is an option. Literally anything can happen.
It depends upon the nature of the pact.
By concept, a pact is a bargain, contract or agreement that you enter into. If one or more parties does something to violate the terms of that pact, then the pact can be rendered null and void.
In the case of Fey and Great Old Ones, the chances of this happening can vary between individual cases. But when it comes to Fiends, specifically in the case of devils, such a violation of terms almost never happens in regards to the patron fulfilling their end of the deal. Any breaches of the contract are almost universally committed by the warlock, rather than the patron.
Also, your patron does not simply awaken the dormant power sleeping within you. They are the direct source of where your power comes from. Without your patron's support, you have no power; so it is best to remain on their good side.
It's like in BG2, when Dorn kills his demonic master after realizing he's trying to trick him into getting killed on the job. If you don't convince Dorn to pledge fealty to a new master after doing this, then he loses his Blackguard powers and becomes a regular Fighter.
Now this is roleplaying we're talking about, so official rules be damned every single time the players & the DM make a good case for it. House rules is where it's at. But officially it says what it says.
Well, the Pact of the Tome says that if your grimoire is stolen or destroyed, you can commune with your patron to have them give you a replacement.
Obviously, that's going to be quite difficult to do, if your patron is dead, or has decided to revoke the contract. And respecing into a different pact boon isn't going to make any sense, as you would need a patron to grant you the boon in the first place.