# Garfield the Deals Warlock Patron
The mysterious and persuasive Garfield the Deals Warlock tends to collect all that they can, from magic items to pacts. Those who follow Garfield the Deals Warlock are likely to collect what they can, whther it is useful or not. Garfield the Deals Warlock invites you to make a deal with them, though Garfield may require some of your blood. Those loyal to Garfield the Deals Warlock recieve much in trade, while those who stray find themselves in Garfield's debt. And who knows what might be found in the back of the Fantasy Costco...

## Expanded Spell List
Garfield the Deals Warlock 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 |
|:----:|:-------------|
| 1st  | *Alarm, Identify* |
| 2nd  | *Arcane Lock, Locate Object* |
| 3rd  | *Catnap, Glyph of Warding* |
| 4th  | *Fabricate, Mordenkainen's Private Sanctum* |
| 5th  | *Geas, Reincarnate* |

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### Twenty-Grift-Teen
At 1st level, your sense of wit has been sharpened by your pact. You gain proficiency in Persuasion (Charisma) and Deception (Charisma), and you double your proficiency bonus on these types of checks when they pertain to making deals, trades, promises, or grifts.

Additionally, you may cast any ritual spell from the DEals Warlock Expanded Spell List as a ritual a number of times up to your warlock level per day, and each ritual spell consumes the proper components.

### Fantasy Costco Backlog
At 6th level, you learn to make low level magic items to keep or to trade. During a long rest, you may send off 2000 (d4), 3000 (d6), or 4000 (d10) gold to your patron. Although you may choose the type of item you recieve, you may get back an enchantment that you do not expect. Choose between Armour, Shield, Trinket, or Weapon (can be ranged or melee), then roll on the table below using the dice that corresponds to the amount of gold you sent to your patron. These items may be augmented by NPC enchanters an blacksmiths, by the DM's discretion. In addition, the DM may choose to modify this given table or use an entirely different one.

<div class='wide'>
| Roll | Armor | Shield | Trinket | Weapon |
|:----:|:----: |:------:|:-------:|:------:|
|1|+1 Armor|+1 Shield|+1 to a skill check of the DM's choice|+1 Weapon|
|2|This armor allows the wearer to jump vertically or horizontally twice the normal distance|This shield can be used as a vehicle to slide down hills. When traveling downhill, the weilder can sacrifice the normal bonus to AC that the shield gives to add 15 ft to their movement speed|This item can cast Daylight (20 ft radius) once per short rest|The weapon does additional damage equal to the weilder's character level against one type of creature of the DM's choice|
|3|This armor bears the insignia of a wealthy or powerful organization in the area, and the wearer gains advantage on charisma checks pertaining to that organization. The alignment of the organization as well as the organization is up to the DM upon receival of the armor|This shield gives advantage on checks to avoid and detect traps|This item allows the user to reroll one ability check below natural 10 before knowing the outcome once per short rest (does not stack with the Lucky feat)|This weapon's damage tyoe changes from slashing, piercing, or bludgeoning to a different type of the DM's choice|
|4|This armor allows the wearer to cast Mending to repair any non-magical weapon, armor, or shield|This shield accurately depicts the time of day, month, and season, including any time distortion depending on spells or planes of existence|This item will always direct the user to the quickest path outside. The relative safety of that path is up to the DM|When you roll a 1 on your weapon attack with this item, you may add your proficiency bonus to the attack roll twice|
|5|+2 Armor|+2 Shield|This item perpetually casts Detect Magic, but does not tell the user what school of magic the item exudes|This weapon gains the Thrown property (regardless of the weapon type) and returns to the wielder at the end of their turn|
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<div class='wide'>
| Roll | Armor | Shield | Trinket | Weapon |
|:----:|:----: |:------:|:-------:|:------:|
|6|The wearer of this armor ignores all rough terrain created by weather|This shield allows the wearer to cast the Shield spell three times per long rest as long as the wielder is a different size classification than the opponent|This item gives the user advantage to any saving throws against fear|This weapon becomes invisible while not in use or held, allowing the wielder to possibly carry it into situations in which weapons are not normally allowed|
|7|This armor resists one damage type of the DM's choosing|This shield allows the wielder to cast the Locate Creature spell once per long rest|This item blinks twice any time a name or word (chosen once per long rest by the user) is spoken within one mile|Opportunity attacks made using this weapon have advantage|
|8|This armor can be worn by any class, regardless of proficiency|This shield bears the insignia of a hero of old, and the wielder gains advantage on Charisma checks pertaining to that hero and their legacy. The history and NPC that the insignia relates to is up to the DM upon recieval of the shield|This item gives proficiency to any one skill of the DM's choice|Once per day, at the beginning of initiative, the wielder may choose to make a number of enemies within eyesight equal to their proficiency modifier roll a Wisdom saving throw against fear (DC 15)|
|9|This armor allows the wearer to cast Armor of Agathys at 4th level on themselves once per long rest|This shield is not made of metal, but of a flickering magical barrier. This shield adds an additional +2 AC when defending against a spell|This item can be scryed upon by the spell Scrying, and does not make a saving throw against it|This weapon, no matter the type, gains 1.5 times the range of attack (rounded up to the nearest multiple of 5)|
|10|This armor gives the wearer the Evasion feature|While wielding this shield, any Dexterity saving throw can be replaced by a Constitution saving throw before the roll is done|This item gives the user resistance against any three damage types (does not stack), chosen by the DM when the item is completed|This weapon's slashing, piercing, or bludgeoning damage can never be resisted by any ability or feature of a creature|
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### Antimagic Grenade
At 10th level, you know the right moment to save your friends from powerful magic. YOu can cast either Counterspell, Remove Curse, or Dispel Magic within the spell's range once per short or long rest as a reaction to a spell cast by an enemy.

### Death Interlude
At 14th level, if you are able to convince a willing humanoid to give you a vial of their blood, you are able to cast Clone as an 8th level spell once (not requiring the diamond or the flesh, but still requiring the vessel worth at least 2000 gold, which the spell now consumes). You may not use this feature on yourself, and you may only have one clone existing at a time.

### Credit
This subclass was made by Ben Woodbury and Anastasia Bidne, with credit to Wizards of the Coast for D&D content and The Adventure Zone for the character of Garfield the Deals Warlock. Check out the podacst if you haven't yet.


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<div class='footnote'>Dungeons and Dragons is owned and operated by Wizards of the Coast. Garfield the Deals Warlock belongs to the cast of The Adventure Zone, specifically Griffin McElroy. This is unofficial homebrew content, not endoresed by Wizards of the Coast or The Adventure Zone. It's just a couple of bored college students.</div>

<img 
  src='https://i.imgur.com/wdw76Q3.jpg' 
  style='width:325px' />
Credit: Anastasia Bidne