Warlock
Base Class: Warlock

The Dealmaker is a warlock subclass characterized by their insatiable hunger for power. Having forged a pact with a entity, be it a demon, a powerful fey, an otherworldly being, or even a mysterious force, they traverse the realms seeking to soul binding deals on behalf of their patron or sometimes even themselves to increase their own power. These Warlocks are adept at leveraging their arcane abilities to persuade and manipulate others, often using their charisma and cunning to sway others into making a deal.

Expanded Spell list

The Dealmaker 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.

Spell Level

Spells

1st

Disguise self, Comprehend Languages

2nd

Detect thoughts, Magic Weapon

3rd

Bestow Curse, Blink, Misty Escape

4th

Conjure Animals, Black Tentacles

5th

Mislead, Wall of Force

It's A Deal Then?

Starting at 1st level, you gain the ability to make one near unbreakable soulbinding deal with a mere handshake with a creature that has a challenge rating equal to or lower than your Warlock level. Until a creature successfully can break the deal or completes it, you own their soul.If you attempt to strike a new deal when at the maximum, you must choose to release one of your previously bound creatures. Although at 5th, 10th, 15th, and 20th levels, you get an additional deal you can make.

When making a deal, both parties involved must agree to the terms willingly, and shake hands to seal the agreement. Neither you nor the other party can be charmed by a spell in order to agree to the handshake deal, though other methods of persuasion, coercion, or intimidation are still effective. Once you use this feature, you can’t use it again until you finish a short or long rest.

If one of the parties breaks the deal by failing to meet a deadline or violating an agreed-upon term, they suffer intense backlash. The offending party must roll a charisma saving throws. If they succeed,they break free from the deal and take (2d4) necrotic damage. If they fail, they take 2d10 + your warlock level of psychic damage, which ignores resistances. This damage represents the severe mental toll of breaking a magically binding pact.

The same is true whenever a bound creature attempts to attack you.



Form of Patronage

At 6th level, you can shift and manifest into an form of your unholy power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • Spells you cast deal an additional 1d4 + the number of souls you have collected necrotic damage.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Patronage usally reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body becomes surrounded by floating glowing glyphs from ancient unknown text and be surrounded by a shroud of shadows, suggesting an old god patron.



DealBreaker

At 10th level, if one you struck a deal with would attempt to break the terms of their deal, you are mentally made aware of it and their current location as long as they are in the same plane of existence. You may expend a spell slot to use nearby shadows and transport to their location as they attempt to break their terms. Afterwards, you can return to your previous location through the shadows. Additionally, you may telepathically speak those you have made a deal with at anytime as long as you are on the same plane of existence, as well as go over and augment the current terms of the deal.



Soul Broker

At 14th level, your mastery over soul-binding pacts deepens. You can expend any of your captured souls as an action to gain one of the following benefits:

  1. Gain advantage on an attack roll, saving throw, or ability check.
  2. Restore hit points equal to the creature's hit point maximum to yourself or an ally within 30 feet.
  3. Gain resistance to a damage type of your choice for 1 minute.

When you expend a captured soul, that soul is returned to its owner and is no longer bound to you. If you are transformed while you expend a captured soul, you may remain transformed for an additional minute.

Additionally, You gain the ability to offer deals to creatures you or allies defeat in combat, granting them a chance for survival in exchange for a favor of your choice. Whenever you or an ally reduces a creature to 0 hit points within reach of you, you can use your reaction to offer the creature the soul-binding deal.

The terms of the deal must be agreed upon by both parties and sealed with a handshake. If the creature agrees to the terms, it is spared from death and gains 1 hit point. It becomes bound to fulfill the terms of the deal and you obtain their soul until it is fulfilled. Once the deal is struck, you gain temporary hit points equal to the creature's hit point maximum.



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