Warlock
Base Class: Warlock

You've made a deal with a patron who keeps their word, or at least the letter of their word. For good or ill, once a creature signs a deal with your patron, they are both bound to an agreement.

Deal Makers can be any sort of being with any sort of ambition. The one thing unifying them is their willingness to exchange power to further their own goals.

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Archfey Expanded Spells
Spell Level Spells

1st

command, sanctuary

2nd

detect thoughts, zone of truth

3rd

sending, magic circle

4th

private sanctum, secret chest

5th

geas, planar binding

Deal of the Game Master

At first level, you gain double proficiency with all gaming sets, and have advantage on all Charisma (Deception) and Dexterity (Sleight of Hand) checks to cheat at those games. In addition, when playing a game, any agreed-upon deals and bets relating to the outcome of the game are enforced as if by a Geas spell.

Divine Contract

Starting at 6th level, your patron has gifted you the power to create and maintain contracts. You can spend 10 minutes and 50 gp to create a contract between a number of willing creatures up to your charisma modifier + your level. All bound creatures must be fully aware of the contracts and it's contents. If any bound creature willingly breaks the contract, the creature breaking it takes 10d10 psychic damage (ignoring resistance and immunity).

 If this kills the deal breaker, then their soul is claimed by your patron.

If the contractee broke the terms, choose one of the following;

  • For the next 24 hours you gain an additional spell slot.
  • Your patron provides you with an item or gold as they deem appropriate.
  • For the next 24 hours you have advantage on all Charisma checks.

If you break the terms of the contract, then your patron decides on an appropriate punishment.

You may hold a number of contracts equal to your charisma modifier (minimum of 1). However, after a number of weeks equal to 7 - (your charisma modifier) a contract becomes permanent and no longer counts towards your held contracts. 

Advanced Contracts

Starting at 10th level, you no longer have to be truthful about your contract. When you create a contract with your divine contract ability, you can attempt to sneak an extra word or phrase into the contract, without the other party noticing. You can make a Charisma (Deception) check contested against the opponent's Intelligence (Insight) check. If successful you may add a small phrase, up a short sentence or so, into the contract without the other party knowing. 

Soul Salesman

Starting at 14th level, if a contractee has died before fulfilling their end of the contract, you may use an action to summon them as an undead. They use the same stat block as they did when they were alive, but with the undead subtype. The DM may decide to use another monster's stat block that they find more fitting. You may do this once and regain the ability to do so after a short rest.

Also, whenever a creature of CR 2 or higher and Intelligence of 7 or higher dies within 10ft of you,  you can use your reaction to attempt to make a deal to resurrect them as an undead using a contract, reincarnating them upon completion of the contract. Your portion of the contract is summoning them as undead. You may do this once and regain the ability to do so after 4d4-Charisma Modifier (Minimum of 1).

 

Previous Versions

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12/7/2021 4:50:14 AM
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