Wizard
Base Class: Wizard

Created from the concept of the deal making abilities of Devils, this subclass delves into the moral ambiguity of a Mortal having the ability to create binding contracts that give the Contractor a boost in power. 

When you choose this Arcane Tradition at 2nd level, you have learned to subtly manipulate reality by making a deal with a willing creature, forming a contract binding your blood and soul with another creature.

Deal Maker

When you choose this subclass at 2nd level, you gain the ability to form a soul binding contract with a willing humanoid creature. You gain the following benefits:

  • You gain proficiency in Persuasion, if you do not already have it. 
  • You can magically create a signable contract, known as a Soul Contract, which when signed will bind a willing humanoid creature's soul to your own. 
  • You can make and maintain a number of contracts equal to your Intelligence Modifier. 
  • You gain the following contracts: 
    • Contract of Binding: If this contract is agreed to and signed by both parties, it will bind the two souls together until death. This means that both creatures always know the distance and direction of the other creature at all times. Additionally, as an Action, you can create a telepathic link, that last for 1 minute. You can do this twice per short rest. 
    • Contract of Mutual Suffering: If this contract is agreed to and signed by both parties, your health is bound together magically. You and the other become affected as if by the Warding Bond spell, the duration of this effect is maintained indefinitely while you are under contract.
  • If a Contract is broken by either party, the one who breaks it will receive 2d6 Psychic Damage for every contract being maintained, which ignores resistances, and the other will know the contract has been broken. 

Seal the Deal

Beginning at 6th level, you have learned to create a contract with a simple handshake, the Soul Contract being instantly signed upon the shaking of hands. 

Contractual Enhancement

Also beginning at 6th level, you gain the following contracts:

  • Contract of Intellect: If this contract is agreed to by both parties and formed, you gain a +1 bonus to Intelligence, to a maximum of 20. 
  • Contract of Acuity: If this contract is agreed to by both parties and formed, you gain a +1 bonus to Wisdom, to a maximum of 20. 
  • Contract of Charm: If this contract is agreed to by both parties and formed, you gain a +1 bonus to Charisma, to a maximum of 20. 
  • Contract of the Expert: If this contract is agreed to by both parties and formed, you gain proficiency in two skills of your choice, or expertise in one skill you already have proficiency in. 

You can only have one of each type of Contract in effect at any one time. In addition if the contract is broken by either party, you lose the benefits of the contract immediately. 

Fortified Soul

Starting at 10th level, you have a magical guard around your own soul, preventing another creature from taking your spirit. If a creature attempts to claim your soul as part of any deal, they must make a Charisma Saving Throw against your Spell Save DC, taking Psychic Damage equal to 1d12 plus your Wizard level and being unable to take your soul on a failure. This ability does not affect Magic Items.

Soul Remittance

You can now take another creature’s Soul as payment for a completed contract. You gain a Soul Pool, in which you can store all the souls you have collected, to a maximum of you Intelligence Modifier. By expending a soul from your Soul Pool, you can gain one of the following benefits until you finish a Long Rest:

  • Temporary Hit Points: You gain temp hp equal to your Wizard level
  • Advantage: You gain advantage on any roll you make with a single skill of your choice
  • Racial Trait: You gain a single racial trait, chosen at random by the DM, from any of the playable races

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