#Snatcher

You just signed a contract with the Snatcher, an fairly recent entity who lives in a forest stealing souls from any who trespass on his territory through eldritch contracts. While not nearly as old as some other patrons, he still possesses immense power for those who stick by his magically (and legally) binding agreements. That said, he does like to trade in for new models...

Unlike most patrons, the Snatcher has a more hands-on approach to his servants, often following, assisting, or even possessing them, making sure they fill out their contractual obligations.

Those who sign contracts with the Snatcher usually lose their souls right away, feeling "exceedingly empty inside". They are often motivated by the promise of getting their souls back by fulfilling their end of the bargain, but rarely do they ever.

#LEVEL 1

Expanded Spell List:

These spells are automatically added to your Warlock spell list.

* Level 1: Comprehend Languages, Charm Person

* Level 2: Detect Thoughts, Suggestion

* Level 3: Sending, Fear

* Level 4: Charm Monster, Confusion

* Level 5: Dominate Person, Geas

Bonus Cantrips:

These cantrips count as Warlock cantrips, but do not count against the number of cantrips known.

* Friends, Message

Seal the Deal:

"Don't worry about the details. I just need you to sign right here at the bottom!"

The Snatcher lends you a hand in negotiations, giving Advantage to Persuasion and Intimidation checks when discussing contracts.

Dweller Vision:

"You're probably waiting for me to turn blue, aren't you?"

You can look into an enemy's soul to find weaknesses in its strategies or defenses.

Upon a successful contest between the user's Insight and the enemy's Deception, the user can be told when the enemy is "blue".

The DM rolls a 1d4 to decide when an enemy is "blue", on a 1, the enemy is blue.

When an enemy is "blue", any attack rolls the user makes against it have advantage, and on-hit effects are mitigated.

For example, if a monster normally spews poison gas after taking piercing damage, the effects of the gas are either cut in half or non-existant for that instance.

The user can also inform teammates of when to attack to share the benefits.

This ability can be used once per short or long rest.

#LEVEL 6

Snatcher's Surprise:

"You're blue now! That's my attack!" *What the hell is Papyrus doing here?*

You summon a magical vial of blue liquid that can be thrown at enemies (Strength or Dexterity), dealing 2d12 acid damage on a successful hit and reduces the target's AC by 3 on a failed Dexterity save (Spell DC of thrower).

Creatures covered in the liquid can use an action to wipe off the liquid, or spellcasters can use Prestidigitation to clean off the liquid.

On a missed attack, the bottle lands 5 feet in front of the target, and can be picked up to try again. The bottle breaks after 3 failed attempts, smashing harmlessly on the ground.

You can summon a maximum of 2 potions per long rest.

#LEVEL 10

Contractual Obligations:

"FOOOOOOL! You blew it! You've totally screwed yourself!"

Upon landing a normally fatal blow to an enemy, you have the option of summoning the Snatcher to help forge a contract with the doomed soul.

When an enemy is reduced to 0 hitpoints, time freezes for yourself, the enemy in question, and the Snatcher, and all three enter a pocket dimension created by the Snatcher. All communication can be understood by all parties, regardless of language.

The enemy is then presented with a choice: either surrender its soul to the Snatcher and turn against its former allies, or die.

Upon a successful Persuasion check (DC 20), the enemy surrenders its soul to the Snatcher, is restored to half its maximum hitpoints, and is considered permanently charmed towards the user. The enemy will also attack any allies it previously had before signing the contract.

You have advantage on enemies with a Challenge Rating less than or equal to 1/4 your level, no advantage on enemies with a CR between 1/4 to equal your level, and disadvantage to enemies with a CR higher than your level.

The charm can only be removed via release of the contract (breaching the contract).

If the user attacks the enemy, the contract is considered breached, and the enemy is free to attack the user and rejoin its former allies.

If the user fails to persuade the enemy to sign the contract, the enemy simply dies.

The enemy is immune to this ability if they have been knocked unconscious in the last 72 hours.

After negotiations conclude, the Snatcher leaves, and both the user and enemy are returned to their original positions and time resumes.

Anyone not involved in the negotiations or informed of the ability would not notice anything supernatural. As such, they are unaware of the enemy's contract, but will not breach the contract by attacking it.

You can perform this once per long rest.

#LEVEL 14

Subcontractor:

"Hey, kiddo! Let's make another contract!"

You are now one of Snatcher's elites, gaining his trust!

The Snatcher is no longer summoned for Contractual Obligations, as you can now perform the ritual yourself.

"Complete my new contracts and I'll reward you handsomely!"

You are also able to create magical contracts outside of Contractual Obligations, bargaining with other characters' souls for goods and services.

You can store the souls yourself, as a currency to bargain with the Snatcher for items or favors.

The DM decides what items Snatcher has in store at any time and for how many souls.