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 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

Dealmaker Expanded Spells

Spell Level Spells

1st

command, find familiar

2nd

detect thoughts, zone of truth

3rd

bestow curse, conjure animals

4th

arcane eye, phantasmal killer

5th

planar binding, geas

Dealmaker's Grace

Starting at 1st level, your Patron has given you the ability and skills to make deals on their behalf. You gain the ability to make unbreakable deals with a handshake useable a number of times determined by your charisma modifier (minimum of 1). You regain expended uses after a long rest. You and whoever shakes your hand cannot be be charmed by a spell in order to agree to the handshake deal (however other methods such as intimidation or coercion are fine). A deal can entail anything as long as both parties agree to the terms(as well as the DM). If one of the parties tries to intentionally break the deal, such as not meeting a deadline or directly breaking an agreed upon term, they take 10d10 psych damage that ignores resistances. If this were to kill the member, your patron claims their soul. Your Patron may decide to reward you as it sees fit.

A few baseline perks of making a deal include:
You can use the Command spell without expending a spell slot on your underlings and they will fail.
If they try to attack you they will halt and take 1d8 psychic damage.

Corrupted Connection

At 6th level, you learn to manipulate the souls under your contracts to do more than just what they signed up for. As an action, anyone you have under contract may be summoned within 5 feet of you, as long as they are on the same plane of existance. When summoned, they must obey your commands or they can choose to make a CHA saving throw at disadvantage, as they are fighting a consensually signed contract, to ignore your commands, taking 3d8 psychic damage on a fail, and half on a passing save. You may summon as many as up to half your CHA modifier per short rest. 

Undeniable Deal

Starting at 10th level, you can extend your contracts to the dying to give them another chance. Once per short rest as a reaction, when you see a enemy die within 30 feet from you, you can make a mental offer to save their life in exchange for their soul. The member must have an intelligence of at least 6 and able to understand at least one language you do. If they accept your offer, they fall under your servitude until you long rest, in which you may release them of their contract, killing them, or you add them to your list of names. If you already have the maximum number of deals made, you can choose to release another member to make room. If they accept, you also gain Temp Hit Points equal to half their Full HP. If they reject your offer, they just die.

Soul Broker

At 14th level, your mastery over soul-binding pacts deepen. Whenever you summon one of your souls, you gain one benefit of your choice:
1. You gain advantage on your next attack roll, saving throw, or ability check.
2. You restore hit points equal to half the creatures hit point maximum to yourself or an ally within 30 ft.
3. Gain resistance to a damage type of your choice for 1 minute.

Additionally you may choose to give these contract to your Patron, who will in turn reward you with one Soul Coin per contract given. A Soul Coin can be used in the following ways:
1. Cast a leveled spell without expending a spell slot.
2. When you would be reduced to 0 HP, you are instead reduced to 1 HP.

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