Due to your intellect along with your social skills your body has formed a special form of one could say magic. With your lawful alignment turning it into one concentrated form. Your power has formed after all of this into a contract not unsimilar to the pact magic of devils and patrons. Whether or not you use it for good? Well, that's up to you.
This ability summons a magical contract. This contract will be able to bind any creature to the agreement if it's within 1.5 times the users level. Once you reach 20th level you can bind anything to the contract. The signing of this contract may not be influenced by any spells or effects that will change their will or mental state. This spell must follow all of the following rules: Offer, Acceptance, Awareness, Consideration, and Capacity. From now on the user will be referred to as "The Broker" and the target, "The Signer". 1st an offer must be made by the broker, then the signer must agree to the contract with full awareness of what it entails.(No charm, dominate, drunkenness, or whatever else.) Consideration is a thing or service that the broker must give and same thing for the signer, there must be an exchange. Finally, capacity on whether or not they can actually accomplish or deliver upon something. Additionally, as part of the acceptance the signer may not be threatened or feel threatened to sign the contract. Also remember that the contract itself doesn't have to be legal to be valid. If any of these are violated in the contract's creation the spell's effect is invalid.
Once a contract is signed and is valid, both sides must honor the agreement. Violation of terms will be (2x the brokers level)D6 psychic damage if you resist the terms of the agreement. Moreover, the contract's magic will force you to preform the action regardless and will prevent you from interfering. If the signer or broker outright breaks a term in some way or die from the psychic damage after repeated resistance, the party who broke the contract will have their souls become forfeit to the other party. Additionally when a rule is attempted to be broken the specific term on the contract and the perpetrator's name will glow a bright green.
Things that can be signed away can but not limited to: Cash, services, attributes, spells(and one spell slot to cover it), cantrips, equipment, stats, proficiencies, expertise, and abilities. Once these are signed over whoever is obligated to give them will lose said thing. For example, if a drow signed over their dark vision of 120ft for I don't know rights to a mine, the drow would get said rights to the mine, however they'd also lose their darkvision and the other party would then have dark vision among their senses. Or if a person decides to sign over 2 charisma for 1000 gp the other party gets the charisma and they lose it as well the exchange of cash. Additionally, if a spell is being given and the receiver isn't a spellcaster their spellcasting modifier is charisma.
Limit for the additional stats goes up to 30 or a +10 modifier. Attributes and abilities have no limit but aren't stackable. So if you get 2 spell snipers you don't quadruple your spell range. You can only go up to expertise and getting 2 proficiencies equals 1 expertise. Spells and cantrips have no limit along with spell slots. With finally, cash, services, and equipment are done in the standard way.
Additionally, if one of the parties in question die the remaining party will keep the stuff from the arrangement for 1D4 + their charisma modifier days until the other sides power fades away. Additionally, anything like spell slots or traits that they gave over go away for 1d4 months until eventually returning.
All other terms of the contract are up to the broker. Finally, the text it is written in is magical and will allow any creature to read it as long as they know at least one language.
This trait also adds adds 1 to your charisma stat.
Previous Versions
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6/13/2023 2:33:04 AM
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