Faustian Dealer (5e Class)

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Faustian Dealer[edit]

corrupt politicians, crappy lawyers, shifty merchants people like these tend towards making pacts but none are compared to you. you make soul binding pacts with unsuspecting people. from a very young age faustian dealers are known to be mischievous and cunning.

<!-Introduction Leader->[edit]

Creating a Faustian Dealer[edit]


Quick Build

You can make a <!-Faustian dealer-> quickly by following these suggestions. First, <!-charisma-> should be your highest ability score, followed by <!-constitution->. Second, choose the <!-Charlatan-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Faustian Dealer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Faustian Dealer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Faustian Dealer level after 1st

Proficiencies

Armor: Light Armor
Weapons: simple weapons, martial weapons
Tools: calligrapher's supplies
Saving Throws: charisma, strength
Skills: Choose 3 from perception, sleight of hand, perception, insight, religion and survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 1 ranged Weapon or (b) 1 Simple Weapon or (c) 1 martial weapon
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Faustian Dealer

Level Proficiency
Bonus
Features active contracts wisps active —Spell Slots per Spell Level—
1st +2 magic law degree, soul fragments 4 2
2nd +2 4 2
3rd +2 twisting offer 4 2
4th +2 Ability Score Improvement, unspoken warranty 4 2
5th +3 Extra Attack 6 3
6th +3 charming demeanour 6 3
7th +3 soul weapon imbuement 6 3
8th +3 Ability Score Improvement 8 4
9th +4 Shadow weaponry 8 4
10th +4 Improved offer 8 4
11th +4 10 5
12th +4 Ability Score Improvement 10 5
13th +5 10 5
14th +5 reaping what you sow 12 6
15th +5 12 6
16th +5 Ability Score Improvement 12 6
17th +6 14 7
18th +6 14 7
19th +6 Ability Score Improvement 14 7
20th +6 20 10

magic law degree[edit]

at lvl 1 you seem naturally inclined towards the pen and paper, so you experiment with it and to your surprise you conjure a pact ready made. at lvl1 you can conjure up pacts at will. these can be signed by hand or be given verbally. they wager a fragment their soul and as long both parties can offer something then a pacts can be made. if a is broke then the party who broke it takes 2d4 physic damage which is multiplied by your level in this class (so at level 3 the damage would be 6d4) you can mutually break a pact once both parties complete their ends of the deal or both want to end it early

soul fragments[edit]

also at lvl 1 with these soul fragments you can turn them into wisps, which are essentially balls of lights, you collect them in a special lantern that you can make after one long rest. you can only have a certain amount of active wisps with you which is determined by the table above. that you can use to boost your actions, you may change what type of wisp you use during a long or short rest.

Caption text
wisp type description
speedy wisp while equiped you gain a plus 5 to movement speed (stacks)
defensive wisp while equiped you gain a plus 1 to your ac (stacks)
battle wisp when you attack you can add 1d4+2 radiant damage to your melee attack(stacks)
regeneration wisp you can heal people and your self within a 30ft radius for 1d4+2, centred on your self as a bonus action(stacks)

twisting offer[edit]

at lvl 3 you can grant special offers that are empowered by your innate spellcasting abilities in your contacts. you can now offer contracts that can grant special powers and or special services like healing ,spell sharing and much more. as of level 3 you have accesses to these contracts

special contracts
pact description twist
pact of rejuvenation you the restore limbs of the party for the next 24hrs this pact will stay active before being completed. the limb restored is under your control and you may impose disadvantage or advantage on strengths, charisma or dexterity checks up to you proficiency bonus as a bonus action or reaction
pact of summoning once per day you, the pact maker can be summoned by the other party regardless of distance but fails across planes, once you've been summoned for 5 mins you either teleport back or you can decide to stay since they can teleport you when ever they want, you always know where they are roughly, this means you know the distance and direction of that person. and as an action you can see them through the effects the scrying spell.
pact of the pacifist neither party can harm each other in any capacity the other party cant lie about things and must answer your questions to the best of their ability

unspoken warranty[edit]

at lvl 4 there's a mutual pact you make with merchants or anyone you trade with, when you purchase something you can make them sign a warranty that applies if the item is faulty, not as advertised, broken or is stolen you may then decide to either get it replaced by magically summoning another or you get your money back. the item is created using money from the person you bought it off. and if that person does not have the money they are automatically bonded to a pact of your choice.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

charming demeanour[edit]

at level 6 you become quite the sweet talker and have your way with conversation. whenever you make a persuasion check you can add 1d6 to the roll as a modifier. you have up to your PB in dice to use against someone but only one can be used at a time.

soul weapon imbuement[edit]

with all your experience with handling peoples souls at level 7 you can mould yours into weapons that a fully self functional.(that you are proficient with) weapons you create this way are summoned as bonus action, deal 4d8 radiant damage and are self wielded meaning they can travel up to 30ft from you (in any direction up).you command them as a bonus action and can move up to your movement speed. the range of their attack is 5ft and can use opportunity attacks.

Improved offer[edit]

you learn that your aptitude for pact making wasn't quite quenched and you have now done in-depth research into the matter. you now have 3 more pacts at your disposal

special contracts
pact description twist
pact of rapid regeneration the contracted party can activate healing worth 4d4 hit points as a bonus action for the next 24hrs you syphon health from victim. The contractor can heal for 2d4 hit points worth of the contracted party's hit points
pact of reconcile you offer this to a dead person or creature and they have no choice but to accept, they are resurrected under the "Resurrection" spell but appear a hue of grey with a spectral chain around them. the resurrected are under your control they lose immunity to the charmed status affect this way, they think and act for themselves however when you ask them to do something they must follow it to the best of their ability's. you also share a one way telepathic bond, that allows the contractor to command them. if there were to issue a command mid fight then its done as a bonus action.
pact of the bounty the contracted party are now indebted to you. you may summon them up (as long as they are on the same plane) to kill a singular person within 500 feet of you, and until that person is dead they stay summoned once dead they return to where ever they left sadly there isn't one

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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