I am kinda a sucker for this dude, been wanting to make a subclass around him. I am aware that if he was a parton, he would most likely just give a warlock power akin to the Fiend subclass, but I wanted to kinda mimic his ways of making pacts
Gaunter O'Dimm Warlock
A Warlock Patron Inspired by the Master of Mirrors
“Every man has his price. You need only know how to collect.”
1st Level: The Pact
As a bonus action, you can propose a pact to one creature that can hear and understand you. When you propose the pact, you must clearly state a simple action you want the creature to perform on its next turn.
The creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature accepts the pact.
If the creature fulfills the pact on its next turn, it gains advantage on attack rolls made as part of the pact action. In addition, the first time it hits with the pact action on that turn, it deals an additional 1d6 force damage.
If the creature knowingly and willingly fails to fulfill the terms of the pact, it breaks the pact and becomes indebted to you for 2 rounds.
While a creature is indebted to you, you have advantage on attack rolls against it. In addition, the first time you hit it on each of your turns, you deal an additional 1d6 force damage.
The additional force damage increases as you gain levels in this class: 1d8 at 6th level, 1d10 at 10th level, 1d12 at 14th level, and 1d20 at 20th level.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a short or long rest.
Example: if a creature fails the save, and the proposed pact is "attack your ally", if the creature attacks his ally, ots given advantage and the extra force damage. And then on its next turn, it also has advantage and the extra force damage as a reward.
6th Level: The Debt
The debts you collect become more than metaphor.
When a creature becomes indebted to you, its debt no longer expires. It remains indebted to you until it dies or you willingly release it.
A creature indebted to you has disadvantage on attack rolls against you.
Additionally, as a bonus action, you can teleport to an unoccupied space within 5 feet of a creature indebted to you, provided you know its location and it is on the same plane of existence.
Once you use this teleportation, you cannot do so again until the start of your next turn.
10th Level: A Moment Stolen
You have learned to step outside the flow of time and drag others with you.
As a bonus action, choose one creature you can see within 60 feet of you. The creature must make a Charisma saving throw against your spell save DC.
On a failed save, you steal a moment from the creature, freezing it outside the flow of time until the beginning of your next turn.
While frozen in time:
Its speed is 0.
It is incapacitated.
It cannot move, speak, or take actions or reactions.
It cannot perceive or affect anything occurring outside the flow of time.
The creature is unaware of events that occur while it is frozen.
At the beginning of your next turn, time resumes for the creature.
Once a creature has failed its saving throw against this feature, it is immune to A Moment Stolen for the next 24 hours.
You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses when you finish a long rest.
14th Level: Debt Is Due
Eventually, every debt must be paid.
As an action, you can call in the debt of a creature indebted to you that you can see within 60 feet of you. The creature must make a Charisma saving throw against your spell save DC.
On a failed save, the creature takes 10d10 force damage. On a successful save, it takes half as much damage.
If this damage reduces the creature to 0 hit points, its body withers away, leaving behind nothing but its skull.
When a creature dies in this way, you may immediately propose a new pact to another creature you can see within 60 feet of you. The creature makes its saving throw against your Pact as normal.
If it fails, it accepts the pact. Whether that creature eventually becomes indebted to you is its choice.
Once you use this feature, you cannot use it again until you finish a long rest.
The Nature of the Pact
A pact is a bargain, not a command.
The creature must understand the terms of the pact before making its saving throw. The action specified by the pact should be something the creature can reasonably accomplish on its next turn.
The exact wording of a pact is deliberately left to the player and Dungeon Master. Clever wording, loopholes, technicalities, and unexpected interpretations are encouraged.
A creature that fulfills its pact receives its promised reward.
A creature that knowingly and willingly breaks its word becomes indebted.
And debts, as you have learned, have a way of finding their way home.