The Dealmaker (5e Subclass)
From D&D Wiki
|Saul, pictured! (Credit to @BoissB!|
“The Dealmaker”, or Saul as many know him picks a new vassal every few years, giving out his power. This can come in the form of magic, power, or the occasional snarky comment. The dealer focuses on increasing your soul’s potential, and your abilities overall.
The Dealmaker Patron Expanded Spell List
|1st - Disguise Self, Grease|
|2nd - Heat Metal, Moonbeam|
|3rd - Clairvoyance, Nondetection|
|4th - Greater Invisibility, Wall of Fire|
|5th - Legend Lore, Planar Binding|
The First Deal
At 1st level, you take the first deal with your patron, which grants you your first glimpse into ethereal power...
- You can now read, write, and speak Astral, the forbidden language, along with having this new language, you also have proficiency in Arcana
- As a bonus action, you can touch a weapon to turn it into a magic weapon that deals an additional 1d10 ethereal damage on its next hit. This effect ends after 1d4 rounds; once you use this feature, you can't use it again until you finish a short or long rest.
The Second Deal
At 6th level, whenever you cast a spell that is from the expanded spell list, you may choose to manifest an ethereal aura around you. Creatures of your choice within 10 feet of you take ethereal dmg equal to half your warlock level (rounded down, minimum of 1, choose each time). You also gain a resistance to ethereal dmg. At 12th level, add your INT mod to the damage caused.
The Third Deal
Starting at 10th level, you learn to better channel your patron's chaotic nature. Whenever you take ethereal damage, the amount of damage you do not take due to your resistance becomes temporary hit points (after damage is taken.) For example, if an attack targeting you would deal 12 radiant damage, you take 6 due to your resistance, and after this damage is taken, you gain 6 temporary hit points. In addition, you gain the ability to quicken your spells by channeling the power of your patron. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action. Uses are equal your INT mod and recover after a long rest.
The Final Deal
At 14th level, you gain a flying speed equal to your walking speed and you can hover. Your weapon attacks count as magical weapon attacks and deal an additional 1d8 ethereal damage.