Warlock
Base Class: Warlock

Your patron is a fiend, a deal-maker from the depths of the planes, offering power in exchange for repayment, either in the form of coin or the souls of debtors. This Broker is motivated entirely by money, its mood swinging wildly depending upon how well you've been keeping up your balance.

You cast spells by spending small coins that contain fractions of the power of souls, known as soul coins. When the pact is made, you are given a soul pouch, a small sack that seems to contain nothing. However, you and only you may reach into it and pull out soul coins, stored in an extraplanar space accessed by the pouch. You have an infinite amount of Soulcoppers, tiny shreds of power used to fuel cantrips, pulled directly from the Broker's near endless stores. You are given an allowance of Activated Soulsilvers, larger coins used to fuel your pact magic spell slots. This allowance equals your spell slots per day, and replenishes each long or short rest. Once you gain access to Mystic Arcanums, you will begin to be gifted singular coins for each of the higher level spell slots, replenishing on a long rest.

Expanded Spell List

The Broker 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.

Broker Expanded Spells
SPELL LEVEL SPELLS

1st

command, burning hands

2nd

locate object, scorching ray

3rd

spirit guardians, fireball

4th

locate creature, wall of fire

5th

wall of force, Immolation

Broker's Bargain

Starting at 1st level, you can call out your patron's name as a bonus action, entering a trance that briefly takes you out of your body as time freezes around you, allowing you to discuss terms as your soul and the fiery figure of your patron, an extension of their will, orbit your mortal form. You have a balance with your patron, representing whether you have a store of credit to use, or if you are in debt with the patron.

During this trance, you may sell, purchase, or trade items, coins, or even services in exchange for power or items, representing bargains made with the Broker:

  • You may gain access to a spell or invocation you do not know, costing 300 gold per spell level, 300 gold for an invocation you meet the prerequisites for, or 500 gold for one you do not meet the prerequisites for. These prices add the spell to your spells known or the invocation to your invocations known for one minute, and can be multiplied by ten to grant it for an hour. If the spell or invocation has an effect that lasts longer than you have access to the ability, such as a geas spell, it may continue even after you lose access to the ability.
  • You may sell or purchase mundane or magical items from the Broker, which at the dm's discretion, they may have access to, depending on the item. The value of each item is a matter of haggling, and it can be paid for via balance, gold, or dormant soulsilver.
  • You may turn in or withdraw gold or dormant soulsilver, raising or lowering your balance, or you can opt to exchange one currency for an equal value of the other. Dormant soulsilver is worth 100 gold pieces.

So long as you have the currency to pay for these transactions, they are successful, however, there are circumstances where a persuasion check is necessary to convince the Broker to allow the transaction, such as when you cannot or will not pay in full, if you desire something outside of the usual limitations, such as offering or receiving services rather than coin, or if you are currently in debt with the Broker. The base DC of this check is 15, modified by various circumstances.

  • If the transaction is paid for by taking out a loan, +5 to the DC. This is reduced by one point for each fifth of the payment given up front. Example: your balance is 0 gold, and you want to make a transaction costing 500 gold. If you offer no currency, and decrease your balance to -500, the DC increases by 5. However, offering 300 gold up front, or having a balance of 300 gold that you utilize for the transaction, reduces this by 3, to +2.
  • If the transaction is outside of the bounds of the options offered by this feature, +5 to the DC.
  • The Broker's mood, determined by rolling a d8 when this feature is used.  If no transactions were made the last time this feature was used, roll the d8 twice and take the higher number.
    • 1, DC -5
    • 2, DC -4
    • 3, DC-3
    • 4, DC-2
    • 5, DC+2
    • 6, DC+3
    • 7, DC+4
    • 8, DC+5
  • Your current balance level.
    • -1 to -100, DC +1
    • -101 to -500, DC +2
    • -501 to -5000, DC +3
    • -5001 to -25,000, DC +4
    • Beyond -25,000, DC +5

Tools of the Collector

At first level, your patron bestows upon you three unique weapons, along with the knowledge of how to use them, arming you against their debtors. You gain proficiency with pistols, daggers, and swords lacking the two-handed property. You are gifted one of each of these weapons when the pact is made. If you take pact of the blade at third level, your pact weapon is considered a collector's tool for you.

When you attack with a collector's tool, you may use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can replace one of your tools with a different weapon of the same category (Pistol, dagger, or sword), by performing a special ritual while you hold the weapon. This weapon can be magical. You perform the ritual over the course of 1 hour, which can be done over a short rest. After the ritual, the weapon becomes a collector's tool for you, and the tool replaced by it ceases to function as a collector's tool for you.

Additionally, you gain the ability to place a damning mark on someone when you hit them with your collector's tools, allowing them to be easily monitored by both you and your patron. As a bonus action, you prime one of your tools by crushing a unique soul coin and coating the tool with the dust. The next time you hit with a weapon attack with the primed tool, the target is marked with the Debtor's Brand until removed or the target dies. You may also brand a willing target as a bonus action, taken when you touch the target. The brand appears as a small sigil of your patron, almost like a tattoo, somewhere on the body of the branded target. The brand can be removed by you as a free action at any time, or by casting remove curse on the brand and succeeding a skill check using the caster's spellcasting ability modifier, against your spell save DC. Until the brand is removed, you gain the following benefits:

  • A branded target cannot be hidden from you.
  • As long as you are on the same plane of existence as a branded target, you know the location and distance to the target.
  • If you are on a different plane of existence as a branded target, you know which plane they reside on.
  • If the branded target dies, your patron harvests their soul, provided they have one, as well as class levels or a challenge rating of at least 1, providing you a small take, as a number of dormant soulsilver equal to the branded target's challenge rating or class levels manifests in your soul pouch.

You can have a number of targets branded equal to your Charisma modifer, plus twice your proficiency bonus. When you mark a target and would go over this limit, you can choose one target to unbrand, or else the new brand fails. You can use the Debtor's Brand a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest.

Broker's Bargain: Heavy Purse

Starting at 6th level, you may now use your Broker's Bargain to purchase a number of activated soulsilver outside your usual allowance up to half your proficiency bonus per long rest, and any unspent soulsilver purchased in this way vanish back to the Broker's coffers at the end of your next long rest. You may not sell activated soulsilver to the Broker, as once activated, the coins will vanish into arcane energy, rendering a stockpile of them useless. Activated soulsilver costs 200 gold for each spell level, and you cannot purchase soulsilver with a level higher than you can cast normally.

Broker's Bargain: Overchannel

Starting at 10th level, you can now use your Broker's Bargain ability to Overchannel a spell of 1st level or higher, at a price of 1000 gold or 10 dormant soulsilver per spell level, per overchannel option you select. An overchanneled spell can do any number of the following, prices stacking with each property added:

  • Power: Rather than rolling dice for the spell, the damage roll is equal to the maximum possible result on each of the dice. For example, a 3rd level maximized fireball would do 48 fire damage, rather than 8d6.
  • Accuracy: If the spell has an attack roll, rather than rolling, the roll on the die is treated as a natural 20.
  • Certainty: If the spell has a saving throw, the target or targets lose their positive bonus to their saving throw, if they have one. A negative modifier is unaffected.

Broker's Bargain: Debtor's Bane

Starting at 14th level, when you use your Broker's Bargain feature, you may pay the Broker 5000 gold, or 50 dormant soulsilver, to enter a trance, known as Debtor's Bane. The trance lasts for 10 minutes, or until you die. During the trance, you gain the following benefits:

  • You have no limit to how many targets you can mark with the Debtor's Brand
  • Every time you hit a target with an attack, it applies the Debtor's Brand, without needing to expend a bonus action or a use of the ability. Targets branded in this way cease to be branded in this way once the trance ends. Pre-existing brands remain.
  • You gain a bonus to damage rolls against targets marked with the Debtor's Brand, equal to your proficiency bonus. This extra damage is force damage.
  • An aura of bright fiendish light exudes from you in a 30-foot radius, as chains of fiery power lash and whip from your back, forcing targets marked with the Debtor's Brand to make a dexterity saving throw if they willingly exit this aura by any means, including teleportation. On a failed save, they fail to exit the area, are drawn 30 feet closer to you, and become restrained. by fiery chains. On the start of each of their turns while restrained in this way, they take fire damage equal to your proficiency bonus. They may use an action to attempt to escape from their bonds with an athletics or acrobatics check against your spell save DC. 

You gain three levels of exhaustion once the trance ends, which cannot be removed by any method save for a wish spell, or long resting to remove exhaustion as normal.

You may use this feature only once per long rest, and using it again before a week past the last use is far more costly, priced at 25,000 gold, or 250 dormant soulsilver.

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