Warlock
Base Class: Warlock

Dealmaker patrons are creatures such as devils, hags or simply powerful individuals who have the ability to make magical deals that can affect reality. Warlocks following these patrons have made pacts to learn the ability to make these kinds of deals. Rather than their pact being made from a tragic event the patron could solve or unwilling bonds, Warlocks with Dealmaker patrons are often people who have deliberately seeked out these patrons, have been seeked by their patron to be potential vessels or their pacts have been made by someone else that used the warlocks as collateral. Regardless of the reason, their pact is a path to replacing their patron. 

Level 3: Scheming Manipulation

At level 3, your patron has taught you that the first and most important part of weaving pacts is to sweeten the deal with schemes and manipulation. When you succeed on Persuasion or Deception checks on a creature multiple times in a row, discreet magic helps your manipulation take its hold. There is no time limit on these effects as long as the creature remembers the previous time the roll was successful. One time per long rest, you can start a conversation immediately making your Persuasion/Deception rolls with advantage without needing to ease into your manipulation. 

2 successes. The creature becomes charmed.

3 successes. The creature is compelled to reveal something about themselves if you ask them, but they aren't forced to say a clear answer.

4 successes. Your words pierce the creature's mind so effectively you are able to use Detect Thought without expanding a spellslot. 

Level 3: Dealmaker Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Dealmaker Spells table, you thereafter always have the listed spells prepared.

Fiend Spells
Warlock Level Spells
3 Disguise Self, [Tooltip Not Found], Phantasmal Force, Suggestion
5 Fear, Hypnotic Pattern
7 Charm Monster, Blight
9 Dominate Person, Modify Memory

Level 6: Contract

At 6th level, your patron has given you the first lesson to create deals and contracts. As an action+bonus action+ one spellslot, create a magical contract within 5ft of you. The creature you make a contract with must understand you and cannot be charmed or magically influenced by something other than them. The deal cannot create an effect you yourself cannot do (such as a spell you dont have) and you must obey the conditions set by the contract. Failing to meet your part of the deal will make you lose all warlock levels. Otherwise, the deal can be arranged however you and the concerned creature want as long as both parties agree and sign the contract you've created. The contract can be ended if both parties agree and sign to end the contract. The deal can work however arranged but if the deal brings you power or shares power, your contract can give such abilities:

Shared power. Give, take or share a spell or a spellslot. 

Shared Skill. Give, take or share a skill. 

Shared Vitality. Give, take or share hitpoints or one resistance/immunity. If you choose hitpoints, the additional hitpoints you can receive can only be up to half of your current hitpoints.

 You can have one contract at a time and cannot make another one for 1d10 days after signing it. 

Level 10: Keep your enemies closer

3 successes. From 3 successes onward, when you make an insight check on the affected creature, you can treat a D20 roll of 9 or lower as a 10. 

4 successes. Your Scheming Manipulation is improved, letting you study the creature you're speaking to with great attention. At 4 consecutive successful Persuasion/Deception rolls, you can know if the creature has any Vulnerabilities, Resistances or Immunities and if so, what they are. 

Expanded contract.

Your ability to make deals and contracts has grown stronger, allowing you to do greater things. 

Deal of Misery. Your deal has caused misery to you or the creature you signed with. Whenever the one who's accepted misery is damaged by the other signatory, they take an additional psychic damage equal to (Warlock Level + Proficiency bonus) in Psychic damage. 

Deal of Power. You can take, give or share a number of spells or spellslots equal to your total pact slots.

Deal of Skill. You can take, give or share any number of skills 

Deal of Dominance. At any time, take control of the signator for 1 minute. The effect immediately ends if you try making the person harm themselves. 

Supreme Schemer

Your scheming manipulation has gotten so proficient your manipulation becomes more akin to controlling their wills and your very speech is enchanting. 

2 successes. A creature charmed by your Scheming Manipulation has practically become enthralled. You can control what a creature charmed by this feature says for 10 minutes. 

5 successes. After 5 consecutive successful Persuasion or Deception, your manipulation is so effective and intrusive that you intrude on your target's soul. You ask the DM anything at all about the creature and receive a clear answer under 25 words. 

Level 14: Patron Contract

You have mastered your ability to weave pacts, deals and contracts, essentially guaranteeing a path to become just like your patron. You can have two contracts active at a time. You no longer have limits on the amount of traits you can give to your pact but you can only grant one of the four following traits at a time: 

Pact of Misery. Your deal has twisted the words of the contract and used loopholes to cause misery on the creature that signed your contract. As a free action once per round, deal twice your level as psychic damage to the signatory. If you kill the creature with this, you're still obligated to hold up your end of the contract.

Pact of Soultaking. In exchange of your services or boons, the creature you made a deal with has given part of their soul to you. You can choose to take one of the creature's ability score and use it as your own. If no ability score is worth taking, you can instead choose to add the creature's hitpoint total to your own. 

Pact of Power. Your deal was made to lend some of your power to the creature you made a deal with. You can take one action, bonus action, reaction or trait from the creature you've made a deal with. If this is used on a creature that is CR10 or higher or is legendary, whatever you pick can only be used once per day.

Warlock Pact. Your contract is the one making the creature thats signed your pact a warlock. This creature gains one level of warlock and you constantly are able to know what they're up to. A warlock pact is extremely unique and can have unique details and mechanics discussed with the DM.

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