The Deal Maker Patron

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Deal Maker Patron

You've made a deal with a patron who keeps their word, or at least the letter of their word. For good or ill, once a creature signs a deal with your patron, they are both bound to an agreement.

Deal Makers can be any sort of being with any sort of ambition. The one thing unifying them is their willingness to exchange power to further their own goals.

Expanded Spell List

The Deal Maker 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.

Spell Level Spells
1 Beast Bond, Find Familiar
2 Detect Thoughts, Find Steed
3 Conjure Animals, Life Transference
4 Find Greater Steed, Conjure Woodland Beings
5 Planar Binding, Reincarnation


Starting at 1st level, you can strike a deal with any creature that understands you. You and the creature must agree to the same terms before striking a deal. If a creature agrees to the deal while under an effect that affects their mind, the deal is considered void.

You must spend an hour to craft a contract that you and the creature sign in some way.

As an action you may use the contract to summon the creature to you. You may only do this once and regain the ability to so after a long rest.

If either you or the contractee breaks the terms of the contract, roll a number of d12 equal to your warlock level. Whoever broke the terms of the contract reduces their current and maximum hit points by that amount for 1 week and the contract ends. If this kills the deal breaker, then their soul is claimed by your patron.

If the contractee broke the terms, choose one of the following;

  • For the next 24 hours you gain an additional spell slot.
  • Your patron provides you with an item or gold as they deem appropriate.
  • For the next 24 hours you have advantage on all Charisma checks.

If you break the terms of the contract, then your patron decides on an appropriate punishment.

You may only have one contract at a time. If you create a new contract then the oldest is considered void. At level 6 you may have 2 active contracts, and at level 14 you may have 3 active contracts.

Superior Conjuring

Upon reaching 6th level, Conjuration spells you cast multiply their duration by half your warlock level rounded down.

Additionaly, creatures you summon are friendly to you for the duration of the spell. They retain free will if the spell allows it. If they remain once the spell ends, their opinion may change depending on how you treated them.


Once hitting 10th level, using your reaction, a creature you summoned within 30 feet of you can intercept an attack aimed at you. They suffer the damage instead. If this kills the summon, you suffer the remaining damage. Reduce the remaining time of the spell by the damage times 10 minutes.

You may ask a creature that has signed one of your broker contracts to do the same, but they are free to decline. If they agree, the contract is considered fulfilled.

Superior Deals

Starting at 14th level, if a contractee has died before fulfilling their end of the contract, you may use an action to summon them as an undead. They use the same stat block as they did when they were alive, but with the undead subtype. The DM may decide to use another monster's stat block that they find more fitting. You may do this once and regain the ability to do so after a short rest.

The contractee retains their free will. If they refuse to fulfill the terms of the contract, they die immediately and their soul is claimed by your patron.

Your summoned creatures also improve. If a spell specifies a Challenge Rating for a creature you can summon, increase it by 2. (CR 1/4 increases to 1 and CR 1/2 increases to 2.)

If you picked Pact of the Chain, add Faerie Dragon, Hellhound, Will-O-Wisp, Pegasus, and Nightmare to the list of forms.


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