Base Class: Warlock
While most warlocks bind their soul to the servitude of a specific being of power, some exceptionally skilled in selling a product are able to essentially call a bid for portions of themselves, drawing power from a plethora of beings that they deem the highest bidder. They still exchange servitude, their services may just be a little more... diversified.
Expanded Spell List
The Soul for Sale subclass 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.
Soul For Sale Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Chaos Bolt, Dissonant Whispers |
|
2nd |
Blur, Enhance Ability |
|
3rd |
Bestow Curse, Glyph of Warding |
|
4th |
Compulsion, Find Greater Steed |
|
5th |
Bigby's Hand, Contagion |
Buy my Violent Tendencies
At first level, you've just got your first customer to become a warlock, and they're willing to empower you beyond average to further your crusade in their name. Choose which type of creature sponsors you and gain the benefit based on them.
Aberration: An aberration has taken notice of you and granted you the power to alter others in their image. When you hit a creature with a melee weapon attack, they take extra necrotic damage equal to your proficiency bonus as you contort their body in unnatural, aberration-like ways.
Celestial: A celestial has decided to employ your efforts and is willing to give you extra power to shine their light on the world. When you hit a creature with a melee weapon attack, you can expend a spell slot to deal extra radiant damage. a 1st level spell slot is a d4. 2nd level is a d6, 3rd level is a d8, 4th level is a d10, and 5th level is a d12.
Dragon: An extraordinarily powerful dragon has deemed you a worthy minion and allows you some sway over their element. Choose the color of dragon that has employed you. When you cast a spell, you can expend an extra spell slot to deal extra damage of the corresponding damage type. a 1st level spell slot is a d4. 2nd level is a d6, 3rd level is a d8, 4th level is a d10, and 5th level is a d12.
Elemental: A being from one of the elemental planes has made a special trip to acquire your services. When you cast a spell that deals fire, cold, lightning, or thunder damage, or deals with rocks or earth, you can deal extra damage equal to the level of the spell.
Fey: An archfey figures that observing what you'd do with their power could be interesting. When you hit a creature with a spell attack, you can force them to make a wisdom save against your spell DC or become charmed by you for up to a minute, repeating this save at the start of their turn. You can use this a number of times equal to your charisma modifier before taking a long rest.
Fiend: A high-ranking devil or powerful demon has decided to use you to boost their prestige. When you affect a creature with a spell, you can force them to take extra fire damage equal to your charisma mod.
Ooze: An ooze has decided to slip into your life for whatever its murky, shifting purposes may be. You get some extra stick or slip in the proper circumstances. You have advantage on checks to grapple, resist grapple, or climb.
Undead: An undead with magical influence has decided to use you to further its purpose in its life after death. When you hit a creature with a weapon attack or spell, it must make a constitution save against your warlock save DC or be unable to regain hit points until the end of your next turn.
Big Body Blowout
Starting at 6th level, your sale has progressed past servitude, and you are now offering parts of your physical body to powerful beings. Choose which being bid your body. This can be the same, or a different one than your pick at level 1.
Aberration: Your body gains the ability to shift and become grotesque, like that of the creatures that are affronts to nature. Once per long rest, you can contort your body and face horribly, forcing every creature you choose that can see you to make a Charisma save against your Warlock spell save DC or be frightened of you for up to an hour, repeating the rolls at the end of their turn.
Celestial: A celestial has infused your body with radiant energy that counteracts dark power. You gain resistance to necrotic damage.
Dragon: The dragon has molded you to become closer their majestic image and granted you wings, giving you a fly speed equal to your walking speed when you are not wearing medium or heavy armor.
Elemental: An elemental grants you the ability to briefly channel such power that you may become like them in the form of pure elemental energy. A number of times equal to your charisma modifier, you may turn into an elemental for a brief moment, allowing you enough time to pass through spaces as small as small as 1 cm, such as a keyhole or crack in stone. You regain all uses of this over a long rest.
Fey: An archfey bestows upon you some of their confusing and yet beguiling presence. You gain proficiency in Persuasion, or your proficiency bonus is doubled with it, if you already have proficiency. Additionally, all creatures have disadvantage to resist being charmed by you.
Fiend: You are infused with dark, evil power that manifests in your eyes. You gain proficiency in Intimidation, or your proficiency bonus is doubled with it, if you already have proficiency. Additionally, you gain 60 feet of darkvision and 5 feet of truesight, though everything you see with these traits flickers as if lit by a flame, and you must make a perception check with DC determined by the DM to make out details.
Ooze: You gain the flexibility and stickiness of an ooze. You gain a climbing speed of 20 feet and are immune to fall damage. Instead, when you are supposed to take fall damage, you bounce half the distance you fell, and repeat this until you can safely come to a halt. Any creature in your path at during this process must make a strength save against your warlock spell save DC or take damage equal to the fall damage you would've taken, taking half on a success.
Undead: You gain the resilience of a true zombie.When you drop to 0 hit points, you can use this trait to make a Constitution saving throw with a DC of 5+the damage taken. On a success, you drop to 1 hit point instead
Free Trial
Do to the immense amount of different power sources you employ, at 10th level, your magic is varied enough that you gain access to even more spells. Choose a domain of cleric, oath of paladin, or pact of warlock, and add its spells to your list. They do not count against your number of spells known. These spells can not be replaced by any other spells.
Fire Sale
You want me? Come get me. All magic must go. At 14th level, you can burn through all of your magic energy at once to create a wave of destructive, pure magic energy. When you use this trait, you must expend all of your warlock spell slots, but the more you have when you use it, the more powerful it is.
Expending 4 spell slots- 10d12 force damage in a 30 ft radius centered on you
Expending 3 spell slots-8d12 force damage in a 20 ft radius centered on you
Expending 2 spell slots-4d12 force damage in a 10 ft radius centered on you
Expending 1 Spell slot- 2d12 force damage in a 10 ft radius centered on you.
Creatures you choose within the blast radius may make a constitution save, taking half damage on a success. You may use this once per long rest with no setbacks, but every time you use it again before taking a long rest results in a point of exhaustion.
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