Base Class: Warlock
The dealmaker is a Warlock Subclass characterized by their insatiable hunger for power. Having forged a pact with an entity, be a demon, a powerful fey, an otherworldly being, or even a mysterious force. They traverse the realms seeking to make soul binding deals on behalf of their patron or 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.
It's a deal then?
Starting at 1sr level, you gain the ability to make near unbreakable soulbinding deals with a mere handshake with a creature with a challenge rating equal or lower than your warlock level. The amount of deals you can make at a time is equal to your proficiency bonus plus any other additional deal slots you get from leveling up.
Until that creature can successfully break the deal or complete it, you own their soul. If a creature dies while under contract, you still own their soul until you decide to release it or expend it for an ability. Souls that are bound by contract fill up a deal slot. Souls that own that are no longer bound by a contract, such as those who perish while in contract or sell their soul as their end of the deal, do not take up deal slots. Both parties completing a deal will return the creatures soul afterwards. If a creature sells its soul to you as a form of payment of the deal, they do not get their soul returned to them when the deal is complete. Only if and when you expend it using an ability or decide to trade it back to them in the form of a deal.
While a deal is in place, you cannot kill the other party outright. If you wish to harm the other party while under contract, you must do it indirectly by hiring an outside force or sending them to do something that may get them killed. These deals can only be broken through ritual, divine intervention, failing to meet a deadline, or violating an agreed upon term. If you attempt to strike a new deal when at the maximum, you must choose to release on of your previously bound creatures. Although at 5th, 10th, 15th, and 20th levels, you get an additional deal that you can make.
When making a deal, both parties 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, and 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 attempts to break the deal by force through ritual, divine intervention, failing to meet a deadline, or violating an agreed upon term, they suffer intense backlash. The offending party must roll charisma saving throws with disadvantage. If they succeed both saving throws, they break free from the deal, take 3d4 necrotic damage and are exhausted until their next long rest. For each roll they fail, they take 2d10 + your warlock level of psychic damage, which ignores resistances and their soul remains yours. This damage represents the severe mental toll of breaking a magically binding pact. The same also occurs whenever a bound creature attempts to attack you.
Form of Patronage
At 6th level, you can shift and manifest into a form of your unholy power. As a bonus action, 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 it 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.
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 their in the same plane of existence.
Additionally, at 15th level, you may expend a spell slot 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.
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:
- Gain advantage on an attack roll, saving throw, or ability check.
- Restore hit points equal to half the creatures hit point maximum rounded down to yourself or an ally within 30 Feet.
- Gain a resistance to a damage type of your choice for one minute
When you expend a captured soul, that soul 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 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 creatures hit point maximum rounded down.
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