Base Class: Warlock
Through trade and commerce, may it be entertainment or business, your otherworldly patron is the Shadow Man, a being who entrusts warlocks with a piece of their power to further expand their influence through the same process, sealing deals with other creatures. To be recognized and rewarded by their patron is the goal of these warlocks, allowing them to continue the cycle to claim unimaginable power.
Expanded Spell List
1st-level The Dark Dealer feature
The Dark Dealer 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.
Dark Dealer Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Command, Identify |
| 2nd | Calm emotions, Detect Thoughts |
| 3rd | Clairvoyance, Glyph of Warding |
| 4th | Compulsion, Secret Chest |
| 5th | Animate Objects, Geas |
Eldritch Coin
1st-level Shadow Man feature
Starting at 1st level, your successful transactions with others are rewarded and manifested in a form of an Eldritch Coin, a unique currency that your otherworldly patron creates and accepts. Your Eldritch Coin is unique to your otherworldly patron, it can be an oddly shaped coin, strange jewelry, or even flowers not found in your nature plane. You choose appearance of your Eldritch Coin, but it must be a tiny object and its nature can easily be discerned as otherworldly.
When a creature within 60ft of you dies, you can use your reaction to get a number of Eldritch Coins equal to your proficiency bonus. You can only earn a maximum number of Eldritch Coins equal your warlock level + your Charisma Modifier (min 2). When an Eldritch Coin is more that 60ft away from you at the end of your turn, you can make it magically returns to you (no action required).
Dark Bargain
1st-level Shadow Man feature
You gain knowledge in handling transactions with other beings, ones specially designed by your otherworldly patron. You know two dark bargains of your choice and learning a third at 10th level. You can change which ones you have prepared after a you finish long rest. Your dark bargains must target a willing creature other yourself. A creature can only benefit from one dark bargain at a time.
You can make a number of bargains equal to your proficiency bonus per long rest.
Bargained Protection (10th Level or Higher)
You are able to call upon your patron to bargain for another’s protection. When a creature you can see within 60ft of you is attacked, you can use your reaction and expend a number of Eldtrich Coins up to your Charisma Modifier, and add that total to their AC for until the start of thier next turn. The next time the creature is attacked, they must subtract your Charisma Modifier from your AC. You then can choose to gain the benefits of this bargain, allowing you, once for the next minute, when you are attacked to use your reaction to add your Charisma Modifier to your AC until the start of your next turn or gain a number of of Eldritch Coins equal to your proficiency bonus.
Blood Money
As a bonus action, you can choose one creature that you can see within 60ft and forcefully draw out their vitality. You can expend a number of Eldtrich Coins up to your Charisma Modifier, the creature then expends and rolls that many of their Hit Dice and regains hit points equal to the total roll. You then can choose to gain the benefits of this bargain, allowing you regain hit points yourself equal to the total hit point regained by the creature through this bargain (rounded up) or gain a number of Eldritch Coins equal to your proficiency bonus.
Borrowed Time (10th Level or Higher)
You are able to call upon your patron to delay another’s pain. When a creature you can see within 60ft of you takes damage, you can use your reaction and expend a number of Eldtrich Coins equal to your Charisma Modifier, to give that target resistance to one of the damage types dealt to it (your choice). The next time the creature takes damage, they have vulnerability to the same damage type that was previously chosen. You then can choose to gain the benefits of this bargain, allowing you, once for the next minute, when you take damage to use your reaction to give yourself resistance to one damage type of your choice until the start of your next turn or gain a number of Eldritch Coins equal to your proficiency bonus.
Corrupt Intervention
You use the power of your patron to provide insight and change the possibility of failure. When a creature that you can see within 60ft makes an ability check, you can use your reaction and expend a number of Eldtrich Coins up to your Charisma Modifier, to increase that roll by that amount. Regardless if they succeed or failed on their ability check, the next ability check they make is made with disadvantage. You then can choose to gain the benefits of this bargain, allowing you, once for the next minute, when you make an ability check to use your reaction to gain advantage on that ability check or gain a number of of Eldritch Coins equal to your proficiency bonus.
Cruel Limits (6th Level or Higher)
You can channel your patron’s power to forcefully push the limit. When a creature you can see within 60ft of you makes a saving throw,you can use your reaction and expend a number of Eldtrich Coins up to your Charisma Modifier, to increase that roll by that amount. Regardless if they succeed or failed on their saving throw, the next saving throw they make is made with disadvantage. You then can choose to gain the benefits of this bargain, allowing you, once for the next minute, when you make an attack roll to use your reaction to gain advantage on an ability check or gain a number of Eldritch Coins equal to your proficiency bonus.
Tainted Power
As a bonus action, you can temporarily bolster the strength of a creature that you can see within 60ft of you. You can expend a number of Eldtrich Coins up to your Charisma Modifier, then the next time that creature rolls damage for an attack they make or spell they cast, add that number to their damage roll. After which they take damage equal to your Charisma Modifier. You then can choose to gain the benefits of this bargain, allowing you, to add your Charisma Modifier to the damage roll of your next attack that hits or gain a number of Eldritch Coins equal to your proficiency bonus.
Twisted Eyes
You impart your patron’s power to a creature to tip the scales in your favor. When a creature that you can see within 60ft of you makes an attack roll, you can use your reaction and expend a number of Eldtrich Coins up to your Charisma Modifier, to increase that roll by that amount. Regardless if they succeed or failed on their attack roll, the next attack roll they make is made with disadvantage. You then can choose to gain the benefits of this bargain, allowing you, once for the next minute, when you make an attack roll to use your reaction to gain advantage on that attack roll or gain a number of of Eldritch Coins equal to your proficiency bonus.
Bargaining Fate
6th-level Shadow Man feature
At 6th level, your patron has granted you the ability to changed fate. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must first agree to swapping initiative with you. If the creature is unwilling they must make an Intelligence, Wisdom, or Charisma Saving Throw (their choice). Either way, you must expend a number of Eldritch Coins equal to to the difference between your initiative and the you swapped with.
Dealer’s Shop
10th-level Shadow Man feature
You gain access to your otherworldly patron’s wares, may it be physical or magical, some may even be questionable in nature. You can perform a 10 minute ritual in which you enter a trance, sending your soul into the realm of your patron’s shop. You can magically vanish and enter the Dealer's Shop, disappearing from the your space. Your Patron will assist you in your transactions for 1 minute, after which you return to the space you left with all your purchases. You exit the shop early if you use a bonus action to leave or if you die. Any objects left in the shop appear harmlessly in the unoccupied spaces closest to you. Some items offered by your patron may only be purchased a limited number times per visit and you can use each of the effects a number of times equal to the amount your purchased. You can use any purchases you make after exiting the shop, a number of times equal to the amount your purchased. Each purchase's effect lasts until you finish a long rest, unless otherwise stated.
Once you enter the Dealer's Shop, you can’t enter again until you finish a short or long rest.
Dark Power
2 Eldritch Coins
Once per turn, when you roll for damage you can choose to deal additional damage equal to your Charisma modifier (no action required).
Dealer’s Insurance
7 Eldritch Coins-Can be purchased three times per day
When you are reduced to 0 hit points, you automatically succeed on your death throws (no action required).
Dealer’s Respite
20 Eldritch Coins-Can be purchased once per day
Upon exiting the shop, you gain the benefit of a long rest.
Dealer's Spellbook
5 Eldritch Coins-Can be purchased a number of times equal to your Charisma Modifier
Your patron grants you access to a modicum of his own power. Upon exiting the shop, you learn 1 spell from any class. This spell must be a level for which you can cast. Once you cast this spell you cannot cast it again, until your finish a long rest.
Eldritch Protection
5 Eldritch Coins
Upon exiting the shop, for each purchase you made, you gain proficiency in a saving throw of your choice. You lose your proficiency once you make a saving throw with this chosen ablity.
Eldritch Resurgence
4 Eldritch Coins
Upon exiting the shop, for each purchase made, expend and roll a hit die for each purchase you made to regain hit points. Treat each hit die roll as one number higher, and you add your Charisma Modifier instead of Constitution Modifier for each hit die rolled this way.
Eldritch Secret
25 Eldritch Coins--Can be purchased once per day
Upon exiting the shop, replace this feature (Dealer's Shop) with one 1st level feature from a different otherworldly patron of your choice.
Eldritch Vigor
8 Eldritch Coins
Upon exiting the shop, restore 1 of your expended warlock spell slots (no action required).
Forbidden Knowledge
3 Eldritch Coins
Upon exiting the shop, you become proficient with one tool, language, skill. You lose your proficiency once you make an ability check with the toll or skill, or you speak, read, or write the language for an accumulated total of 1 hour.
Shadow Pact
5 Eldritch Coins
Upon exiting the shop, you can replace 1 Eldritch Invocation of your choice for each purchase made. If an eldritch invocation has prerequisites, you do not need meet them to learn it.
Shadowed Infusion
13 Eldritch Coins-Can be purchased once per day
Upon exiting the shop, you gain access to one of the other Pact Boon options of you choice.
Trade Secrets
4 Eldritch Coins
Upon exiting the shop, you regain one expended use of your Dark Bargain feature.
Whispers from the Shadows
7 Eldritch Coins
When you use you Dark Bargain feature, you can target an additional number of creatures equal to the number of purchases you made.
Invested Power
14th-level Shadow Man feature
Your patron has recognized your efforts and loyalty to his shop and has thus decided to provide you the necessary funds to push their agenda even further. When you roll initiative and have no uses of your Dark Bargain feature, you regain a number of uses equal to your Charisma modifier. Additionally, once per long rest when you enter your Dealer's Shop, you can bring 1 willing friendly creature with you. That creature also is granted the benefits of any accplicable purchases you made within the shop. If you purchase Eldritch Vigor, and the creature has the Spellcasting feature, the regain up to 5 levels worth of spells slots. Once you exit the shop, the friendly creature is returned to the nearest unoccupied space they were in before.
Previous Versions
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9/1/2023 1:48:19 PM
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94
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30
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Coming Soon
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