Base Class: Warlock
(This is a new version of my Warlock subclass “The Contractor,” updated to 2024 rules)
Instead of making a deal with a patron to gain your powers, you yourself are the patron, in a sense. You go around and travel the world, forging esoteric and everlasting pacts with the souls you meet to gain your power. In short, the more people you can have sell their souls to you, the more powerful you’ll become. In fact, just one soul-binding contract can give you slight manipulation over others actions, from deterring any violence against you to signing contracts themselves.
While most contractors have malicious intent as to why they are what they are, there are a few that, instead of screwing over anyone who signs their name on the dotted line, actually help the souls they make contracts with, creating a symbiotic relationship of sorts, where The Contractor helps its souls with anything they may need help with, and the souls in-turn can help spread the word and potentially draw in more people to make a contract. You may have started as a lowly mortal, maybe even one without any magical capabilities. But, with enough time, dedication, and contracts, you just may have enough power to be among the gods themselves.
Level 3: Contractor Spells
The magic of your “patron” ensures you always have certain spells ready; when you reach a Warlock level specified in the Contractor Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Alter Self, Calm Emotions, Command, Inflict Wounds, Suggestion |
| 5 | Animate Dead, Bestow Curse |
| 7 | Confusion, Phantasmal Killer |
| 9 | Dominate Person, Modify Memory |
Level 3: Power Through Pacts
Your Contractor powers are directly correlated to how many contracts you have made with other people. Beginning when you choose this subclass option, you start with one soul you’ve previously gained from a contract, the owner of which is up to yours or the DM’s discretion. You gain a person’s soul when you successfully made a contract with them, keeping it even after death, and only lose their soul if the contract is broken or their soul is destroyed. You can only make contracts with creatures that understand at least one language that you can speak or write in. You can never fall below one soul. As you gain souls, you also gain new abilities. Some, however, may require other prerequisites, which will be listed along with the ability.
- Devil in the Details (1 soul): You gain proficiency in deception and persuasion, if you don’t have it already. Additionally, you gain advantage in those skills when making a contract.
- Soul Reader (3 souls): As an action, while having a conversation with someone, you can peer into their soul to see things such as their emotional state and a sentence or two about their goals. If you wish to dig deeper, such as learning more details about their goals or try to find more material you can use to make a contract, such as something that weighs down on their conscience, you can roll a Wisdom (Insight) check as an action. If the creature’s Intelligence is 14 or above, or they’re a telepath, they can roll an Intelligence saving throw against you. If their roll is higher, the probing fails and they realize that you were looking into their soul. If yours is higher, they don’t realize what you’re doing. Each time that you try to learn more, they can re-roll the saving throw. You can activate this ability and attempt to learn more (meaning they consume the same recourse) a number of times equal to your Insight modifier.
- A Trusting Face (5 souls): When making a contract with someone, you can impose disadvantage on any insight checks they make against you. You can use this feature up to a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses of this feature when you finish a short or long rest.
- Eldritch Temptations (10 souls, 5th level): Thanks to the amount of souls that have been sold to you, and your Warlock powers slowly growing, you can have certain minor magical effects be applied when making a contract. You can apply a number of these minor effects equal to your proficiency bonus per dawn. Examples are provided below, but you can be more specific, at which point it’s up to the DM’s discretion on whether or not what you’re asking for is a “minor” effect.
- An effect similar to a love potion on the person.
- A create food and water spell.
- Allowing the person to tap into your own eldritch power, making them a Warlock.
- Providing minor forms of knowledge you may not know, such as proficiency in a skill or talent (sewing, playing an instrument, superior athletic ability, speaking a language, etc.)
- Extend someone's lifespan up to 1.5x its normal length.
- Eldritch Tongues (10 souls): While speaking to a creature that understands at least one language, you can choose to let your words magically translate themselves so everyone that can hear you can understand you. For example, if you’re talking to a creature that only speaks Abyssal and another creature that only speaks Primordial, and yet a third that speaks Elvish, you can speak Common and to the first creature you’ll sound like you’re speaking Abyssal, to the second you’ll sound like you’re speaking Primordial, and to the third you’ll sound like you’re speaking Elvish. Additionally, any creatures that speak a language you don’t know will have their words magically translated to you in a language that you’ll understand. Back to our example, if the creature that speaks Abyssal were to talk to you, to you it’ll sound like they’re speaking in common. But to the other two, they’ll sound like they’re speaking Abyssal.
- Hired Help (10 souls, must know at least 1 summoning spell): You can send any creatures you summon and are under your control to go about the world and make and sign contracts on your behalf. You can give them specifications as to who they must make a contract with, otherwise they’ll teleport to the closest person to make a contract with. When making a contract in this way, they share your skill modifiers but not any abilities you may have. After conversing with their target, they will automatically teleport back to your current location and give you a report on whether or not a contract has been signed. While roaming the world, if your control over them were to cease, they will finish their task, your control over them only ending once their report has been given.
- Hired Help II (15 souls, must have Hired Help): In addition to the other effects of Hired Help, you can use your summons to carry out tasks that anyone you’ve made a contract with may need you to do. If your control over them would end before the task is completed, your control over them persists until their task is complete, at which point they’ll teleport to you, report of their progress, and only then will your control over them cease.
- Honest Intentions (15 souls, 5th Level, at least 1 contract with a Celestial): You gain expertise in persuasion, if you don’t have it already. Additionally, you gain advantage with it with anyone you have previously spoken to and haven’t failed a deception check against, whether you’re making a contract with them or not.
- Illusory Trickery (15 souls, 5th Level, at least 1 contract with a Fey): When making a contract with someone, you can change the wording of one condition on the paper to say something completely different, potentially having the person agree to something they didn’t agree to. The person can roll an Intelligence (Investigation) check to see if they can see through the illusion, the DC of which is your Spell Save DC. This roll is made with advantage if the new condition is something that wasn’t discussed or was something that was dismissed earlier. If they succeed the saving throw, they see through the illusion. You can use this ability a number of times up to your Charisma modifier (minimum of 1). All expended uses of this ability are regained after taking a long rest.
- Signed at Gunpoint (15 souls, 5th Level, at least 1 contract with an Undead): You gain proficiency in intimidation, if you don’t have it already. Additionally, you gain advantage in intimidation checks when making a contract.
- Too Long, Didn’t Read (15 souls, 5th Level, at least 1 contract with a Fiend): When making a contract with someone, you can force them to roll a Wisdom saving throw, the DC of which is your Spell Save DC. On a fail, the creature becomes charmed until they sign the contract. If the condition ends in this way, the creature won’t have any recollection of what was said. While in this state, the charmed creature is willing to agree with most Terms and Conditions you set. However, if the Terms and Conditions go against the creatures ideals, they are able to reroll the Wisdom saving throw. If they succeed in this manner, the effect ends and they will realize you charmed them. You can use this ability a number of times up to your Charisma modifier (minimum of 1). All expended uses of this ability are regained after taking a short or long rest.
- Eldritch Miracle Worker (20 souls, 10th Level): As time goes on, your power only grows. The number of times you can use your Eldritch Temptations ability becomes your Charisma modifier plus your proficiency bonus per dawn. Additionally, a number of times up to half of your proficiency bonus (rounded up), you can apply any major effect to a contract while it’s being made. Examples are notated below, although you can do stuff outside of it. At which point, it's up to the DM's discretion on whether or not it'll work. You regain all uses of this ability after you take a long rest. Any effects from this ability are dispelled if the contract is broken.
- A free cast of true resurection, as long as they haven't decomposed to the point of being a skeleton.
- Granting a bountiful harvest to entire fields.
- Extending someone's lifespan up to 2x its normal length or more.
- Give ill omens or "bad luck" to anyone the person chooses.
- Providing major forms or "forbidden" knowledge you may not know, the bare minimum being unmatched expertise in a skill or talent.
- Boon of the Apex Predator(20 souls, 10th level, at least 1 contract with a Dragon): Your Charisma modifier is applied twice wherever it's applied, except for charges & cooldowns. Stacks with other modifiers, such as expertise.
- Boon of the Ordning (20 souls, 10th level, at least 1 contract with a Giant): As a bonus action, you can make yourself grow by 5 feet. Not only do the normal size rules apply to you (assuming you changed size categories), but additionally, for every foot taller you are compared to the person you're making a contract with, you gain a +1 to all your rolls to make the contract. Additionally, when you perform this size change while making a contract, you can roll a Charisma (Intimidation) check for free. You can activate this size change a number of times equal to your Charisma modifier (minimum of 1) per long rest.
- Boon of the Uncanny (20 souls, 10th level, at least 1 contract with an Aberration): You gain access to the spell “Evard’s Black Tentacles.” It counts as a warlock spell for you and doesn’t count against the spells you know. Additionally, once per long rest you can cast it without consuming a spell slot.
- Symbiotic Relationships (20 souls): You can choose up to 5 willing creatures you have made a contract with who can make and sign contracts on your behalf. When making a contract, they can use either their skill proficiencies or your own, whichever is higher, but they can’t use any abilities you have. You can also have them carry out any tasks that anyone you’ve made a contract with may need you to fulfill.
- Boundless Magic (30 souls, 12th level): Up to a number of times equal to your Charisma modifier, you can cast a spell you have learned without needing components and won’t consume a spell slot. You can regain all expended uses of this ability after taking a long rest.
- Boundless Magic II (40 souls, 15th Level): The number of times you can use Boundless Magic becomes your Charisma modifier + your proficiency bonus.
- Timeless Body (50 souls): You have enough souls that you can run off of their energy instead of your own. Once you gain this ability, the aging process seems to pause for you, only resuming when you’ve lost this ability if you’ve fallen below 50 souls. You also don't need to eat, drink, or sleep, although you still have the ability to. Additionally, you’re immune to any spells that affect your age, and are immune to all diseases.
Level 6: Recognized by the Supernatrual
Despite being a mortal, your repertoire has caught the attention of the big leagues. Most don’t like the idea of some upstart suddenly getting to the same position they are, but others may be willing to work with you. At 6th level, you may choose a spell of 3rd level or lower from one of the other Warlock subclass Spell Lists that is unique to that Spell List (In the case of The Genie subclass, you can only learn the spells that is shared across the four types). It does not count against the spells you know, and is always prepared, but it will still need to be cast normally. You can choose a second spell at 12th level, where the spell can be of 5th level or lower, and a third at 18th level. (NOTE: Due to the way publishing works, not all of the unique spells will be on here, so if you’re looking for a spell that’s unique and it isn’t on there, that’s why. Trust me, I hate it too. Also, this version uses the UA version of The Undead and Hexblade, as it's technically the most up-to-date version of those subclasses.)
Aid
Gain access to Aid from a Celestial Patron.
Animate Objects
Gain access to Animate Objects from a Hexblade Patron.
Antilife Shell
Gain access to Antilife Shell from an Undead Patron.
Bigby's Hand
Gain access to Bigby's Hand from a Fathomless Patron (Note: Just like how the spell is treated in the regular Fathomless Spell List, the hand appears as a tentacle).
Blindness/Deafness
Gain access to Blindness/Deafness from an Undead Patron.
Burning Hands
Gain access to Burning Hands from a Fiend Patron.
Clairvoyance
Gain access to Clairvoyance from a Great Old One Patron.
Cloudkill
Gain access to Cloudkill from an Undead Patron.
Control Water
Gain access to Control Water from a Fathomless Patron.
Create Food and Water
Gain access to Create Food and Water from a Genie Patron.
Create or Destroy Water
You gain access to Create or Destroy Water from a Fathomless Patron.
Creation
Gain access to Creation from a Genie Patron.
Cure Wounds
Gain access to Cure Wounds from a Celestial Patron.
Daylight
Gain access to Daylight from a Celestial Patron.
Death Ward
Gain access to Death Ward from an Undead Patron.
Detect Evil and Good
Gain access to Detect Evil and Good from a Genie Patron.
Detect Thoughts
Gain access to Detect Thoughts from a Great Old One Patron.
Dispel Magic
Gain access to Dispel Magic from a Hexblade Patron.
Dissonant Whispers
Gain access to Dissonant Whispers from a Great Old One Patron.
Dominate Beast
Gain access to Dominate Beast from an Archfey Patron.
Faerie Fire
Gain access to Faerie Fire from an Archfey Patron.
False Life
Gain access to False Life from an Undead Patron.
Fire Shield
Gain access to Fire Shield from a Fiend Patron.
Fireball
Gain access to Fireball from a Fiend Patron.
Freedom of Movement
Gain access to Freedom of Movement from a Hexblade Patron.
Geas
Gain access to Geas from a Fiend Patron.
Greater Invisibility
Gain access to Greater Invisibility from an Archfey Patron.
Greater Restoration
Gain access to Greater Restoration from a Celestial Patron.
Guardian of Faith
Gain access to Guardian of Faith from a Celestial Patron.
Guiding Bolt
Gain access to Guiding Bolt from a Celestial Patron.
Gust of Wind
Gain access to Gust of Wind from a Fathomless Patron.
Hex
Gain access to Hex from a Hexblade Patron.
Insect Plague
Gain access to Insect Plague from a Fiend Patron.
Lesser Restoration
Gain access to Lesser Restoration from a Celestial Patron.
Light
Gain access to Light from a Celestial Patron.
Lightning Bolt
Gain access to Lightning Bolt from a Fathomless Patron.
Magic Weapon
Gain access to Magic Weapon from a Hexblade Patron.
Misty Step
Gain access to Misty Step from an Archfey Patron.
Plant Growth
Gain access to Plant Growth from an Archfey Patron.
Ray of Sickness
Gain access to Ray of Sickness from an Undead Patron.
Revivify
Gain access to Revivify from a Celestial Patron.
Sacred Flame
Gain access to Sacred Flame from a Celestial Patron.
Scorching Ray
Gain access to Scorching Ray from a Fiend Patron.
Seeming
Gain access to Seeming from an Archfey Patron.
Shield
Gain access to Shield from a Hexblade Patron.
Sleep
Gain access to Sleep from an Archfey Patron.
Sleet Storm
Gain access to Sleet Storm from a Fathomless Patron.
Speak with Dead
Gain access to Speak with Dead from an Undead Patron.
Stinking Cloud
Gain access to Stinking Cloud from a Fiend Patron.
Tasha’s Hideous Laughter
Gain access to Tasha’s Hideous Laughter from a Great Old One Patron.
Telekinesis
Gain access to Telekinesis from a Great Old One Patron.
Thunderwave
Gain access to Thunderwave from a Fathomless Patron.
Vampiric Touch
Gain access to Vampiric Touch from an Undead Patron.
Level 10: Creation from the Aether
At 10th level, you automatically learn the Conjure Elemental spell. It does not count against the spells you know and is always prepared, but it will still require a spell slot to cast. Additionally, when using a summoning spell or any spell that allows you to gain creatures you can control (such as Animate Dead), you can choose to create the summons purely out of your own warlock magic, ignoring requirements such as targeting corpses, bones, or any other material components that an Arcane Focus wouldn’t be able to replace. When casting such a spell in this manner, the summons ignore the spell's duration, allowing them to stay around for as long as you need them to or when they die, and you don’t need to maintain concentration to keep the summons around. However, they will have half their normal health and disadvantage on attack rolls. When you use this feature, you can’t do so again until you take multiple long rests, the amount of which is 5 - your Constitution Modifier (maximum of 5, minimum of 1).
Level 14: Pay Their Dues
At 14th level, as an action, you can summon all of the people who have sold their souls to you to fight for you or have them complete a major task. If a person has an associated statblock (such as bugbears, goblins, giants, or even dragons) and/or special equipment (such as +1 longswords, bracers of archery, or a cloak of displacement), they use those. In cases where someone has special equipment but no statblock, they use the Guard statblock aside from equipment, where everything is replaced with the equipment they have. If someone does not already have an associated stat block and no special equipment, they will still use the Guard statblock for everything but equipment. Instead, thanks to your Warlock magic, any items they need (such as weapons and tools) will be conjured for them and are considered magical. If you want to specify what type of equipment they have, you may do so, as long as the equipment is Common. They are also proficient with those items. These souls will obey your commands, which you issue as a bonus action, so long as it is within their capabilities and within the realm of possibility (if you have made any contracts with other Players, they are excluded). These people will stay for an hour, until they drop to 0 HP, or you send them all back as a bonus action, at which point they will all teleport back to where they were before. If a person were to die while this ability is active (once again, excluding other players), their body will regenerate in 1d10 days. In the meantime, their soul will circle around you. They are counted as a tiny object, has 5 Hit Points and an AC equal to 10 + half your Warlock level, rounded up. If their soul is destroyed, however, you lose that soul, and their body will not regenerate. Once you use this feature, you can’t do so again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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11/10/2025 8:31:39 PM
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23
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13
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5e
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Coming Soon
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