The Deals

Unlike most warlocks, your patron is not a singular entity, but rather a complex series of contracts, agreements, or other deals that grant you power approximately similar to that normal warlock patron. You are bound to fulfill the terms of such deals, as any warlock would, but you are beholden to no singular creature (though you may owe allegiance to only one organization). In many cases, Deals Warlocks work for the highest bidder or the best deals. Leveling up in this subclass may entail moving on from less powerful demipatrons to more influential or informative ones.

For example, you might be an initiate or apprentice to a powerful order of mages, or a worker for a far-reaching multiplanar corporation. Alternatively, you may have two or more individual demipatrons.

Deals Expanded Spells Spell Level Spells 1 Chromatic Orb, Comprehend Languages 2 Calm Emotions, Melf's Acid Arrow 3 Speak with Plants, Sprit Guardians 4 Conjure Minor Elementals, Otiluke's Resilient Sphere 5 Animate Objects, Bigby's Hand

Mercantile Wits Starting at first level, you gain proficiency in the persuasion and insight skills if you did not already have them.

Wheel and Deal At first level, you learn how to form lesser magical contracts between yourself and other creatures. As an action, pick one of the following bond terms to create between yourself and another creature you can see within 5 feet of you, choosing one as a subject and one as a demipatron. The other creature can attempt to resist this transaction with a charisma saving throw against your spell save DC if it chooses. Once you have used this feature, you must take a long rest before you can do so again. Sponsorship {Demipatron must have at least one spell slot of 1st level or higher} - The Demipatron expends one spell slot, and the subject gains the ability to cast one spell and one cantrip of the appropriate level from its demipatron's spell list. Once the spell slot is used, or if it is not within 1 hour, the spell slot is lost and the contract ends.

{Demipatron must have at least one spell slot of 1st level or higher} - The Demipatron expends one spell slot, and the subject gains the ability to cast one spell and one cantrip of the appropriate level from its demipatron's spell list. Once the spell slot is used, or if it is not within 1 hour, the spell slot is lost and the contract ends. Discount - At no cost to the demipatron, the subject can cast a spell on their next turn as one level higher than the spell slot they expend to cast it (for example, a first-level spell would be cast at second level automatically). Either way, at the end of the subject's next turn the contract ends.

- At no cost to the demipatron, the subject can cast a spell on their next turn as one level higher than the spell slot they expend to cast it (for example, a first-level spell would be cast at second level automatically). Either way, at the end of the subject's next turn the contract ends. Rebate {Demipatron must have at least one spell slot of 1st level or higher} - When the demipatron casts a spell with range touch on the subject, they are also affected by the spell. After this, the contract ends.

Free Samples Starting at 6th level, you gain access to the arcane vaults of your various patrons in a limited capacity. As an action on your turn, you can summon a phantasmal copy of a magic item of uncommon rarity you have previously attuned to, used, or seen used more than once for one minute.* This item behaves normally until one hour has passed, at which time it disappears and any effects caused by it end, or until you dismiss it as a bonus action. Once you have used this feature, you may not do so again until you have finished a short rest.

For My Needs Starting at 10th level, when you are targeted by a melee weapon attack you can use your reaction to siphon off some of the attacker's energy, dealing your proficiency modifier in necrotic damage and gaining the same amount in temporary hit points.