Base Class: Warlock
Your patron is a cosmic swindler. A universal salesman. They enjoy making deals that they know will favor them, and are known pact makers.
Divine Contract
Starting at 6th level, your patron has gifted you the power to create and maintain contracts. You can spend 10 minutes and 50 gp to create a contract between a number of willing creatures up to your charisma modifier + your level. All bound creatures must be fully aware of the contracts and it's contents. If any bound creature willingly breaks the contract, the creature breaking it takes 10d10 psychic damage (ignoring resistance and immunity). The contract may be edited or destroyed with the permission of all creatures bound to that contract. You may hold a number of contracts equal to your charisma modifier (minimum of 1). However, after a number of weeks equal to 7 - (your charisma modifier) a contract becomes permanent and no longer counts towards your held contracts.
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 |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Deal of the Game Master
At first level, you gain double proficiency with all gaming sets, and have advantage on all Charisma (Deception) and Dexterity (Sleight of Hand) checks to cheat at those games. In addition, when playing a game, any agreed-upon deals and bets relating to the outcome of the game are enforced as if by a Geas spell.
"Advanced" Contracts
Starting at 10th level, you no longer have to be truthful about your contract. When you create a contract with your divine contract ability, you can attempt to sneak an extra word or phrase into the contract, without the other party noticing. You can make a Charisma (Deception) check contested against the opponent's Intelligence (Insight) check. If successful you may add a small phrase, up a short sentence or so, into the contract without the other party knowing.
Soul Contracts
Starting at 10th level, whenever a creature you can see of CR2 or higher dies within 30 feet of you, you can sacrifice some of your own power to bind the soul to yourself. As a reaction, you can reduce your maximum HP by 25, and on the next turn they rise in the same space they died as a Will-o'-Wisp. It follows your verbal commands and stays until your next long rest or you dismiss it as an action. You regain your maximum HP whenever a Will-o'-Wisp is killed, sold, or dismissed. You can only have up to 3 Will-o'-Wisps at any time, and can only bind to a number of souls equal to 1+ your Charisma modifier per long rest.
Soul Salesman
Starting at 14th level, you have learned to sell souls to your patron. If you have at least 1 Will-o'-Wisp under your control, you may spend 1 minute to sell 1-3 of them to your patron. Your Will-o'-Wisps disappear, and you receive soul tokens equal to the number of souls sold. You can only hold a number of soul tokens equal to your Charisma modifier. You may expend soul tokens to do the following:
- Cast a spell of a level equal to the number of soul coins expended.
- Spend 3 tokens to bring a creature that has died within the last minute to 1 hp
- After dying within the last minute, spend 2 tokens to bring yourself back to life with 1 hp
- Receive 100gp per soul token
- Or other effects determined by the DM
Once a creature is revived by this feature, they cannot be revived by this feature for 2d4-1 long rests
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