Warlock
Base Class: Warlock

A unique warlock subclass similar to hexblade, but with a focus on soul level deal making. 

Its a Deal Then?

Starting at 1st level, you can strike a deal with any creature that understands you and has an equal to or less than CR to your player level (so no 5 lvl warlock making deal with CR 18 monster). You also make a deal with the Patron Weapon. Your patron is a cosmic swindler. A universal salesman. They enjoy making deals that they know will favor them. You and the creature must agree to the same terms before striking a deal. If a creature agrees to the deal while under an effect that affects their mind, the deal is considered void. The deal is formed with a mere handshake, but only when both parties agree. Upon an agreement, the patron can govern the soul of the contractee.

By killing a creature with your patron weapon, it consumes its soul and those souls can be used as a currency and expended for special abilities. You start off with 3 max soul slots and every other level you gain three more.

You are automatically proficient with your patrons weapon type. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

As an action you may use the contract to summon the creature to you. You may only do this once and regain the ability to so after a long rest.

If either you or the contractee breaks the terms of the contract, roll a number of d12 equal to your warlock level. Whoever broke the terms of the contract reduces their current and maximum hit points by that amount for 1 week and the contract ends. If this kills the deal breaker, then their soul is claimed by your patron. Additionally, whomever breaks the deal has disadvantage on any attacks towards the other person

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 and you lose two souls. If you have zero souls when the deal is broken, you permanently lose a soul slot.

If the player makes a new deal while at the maximum amount of deals they can make, their oldest deal is immediately broken and they suffer the same punishments.

You may only have one contract at a time. If you create a new contract then the oldest is considered void. At level 4 you may have 2 active contracts, at level 6 you may have 3 active contracts, at level 8 you may have 4 active contracts, at level 11 you may have 6 active contracts, at level 14 you may have 8 active contracts and at level 20 you may have 10 active contracts.

By expending a soul, you can perform an umbral curse on one target. As an action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.

 

 

Umbral Body

At 6th level, you can shift and manifest into a form of your Patrons power. As a bonus action, spend one Umbral Token and you transform for 1 minute. You gain the following benefits while
transformed:
. Whenever you cast a spell that hits a creature, you may expend a soul. If you do, that spell deals an additional 1d4 necrotic damage to each creature hit.
. 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 usually 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.

Dealbraker

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. Additionally at 15th level, You may expend a 5 souls to use nearby shadows and transport to their location as they attempt to break their terms. After you have dealt with business, you can return to your previous location through the shadows. The extent of this ability is determined by your DM. If you kill the person who broke the deal, you regain 3 souls.

Master 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 half of the hit points of the MOST RECENT creatures soul you collected
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 half the creature's CURRENT hit points minus your warlock level rounded down for one minute. This can be used once per long rest.

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