Target a non-hostile willing creature, if requirements are met. the creature was summoned by the contractor or is Fey, Fiend, or celestial. the creature is under the contract limit which is already contracted creatures Servant Rank (CR *4) and if it is less then Wizard level + Warlock level + Sorcerer level. if requirements are met target creature can choose to fail a charisma DC save of spell casting ability at DM's Choice.
on a fail save the contractor decides from 1 of 3 options
option 1 Master and Servant Contract. Requirements Creature must be CR *4 equal to or less then Caster level. effect creature will act as a servant responding to the best of it's abilities . on death contractor suffers 1d4 * Servant Rank (CR * 4) - Spell Modifier. Celestial cannot be a target of this contract type nor can fiends
Option 2 Companion Contract. Target Creatures Servant Rank (CR *4) is multiplied by 2. Creature gains Spell modifier Bonus Ability points up to 20 contractor assigns at selection. Creatures will respond to contractors request only denying request that go completely against their nature. creatures that fall while contract is active cause contractor to suffer 1d4 damage for every CR rating (rounded up) Creatures that reach 0 hit points from this cannot die instantly but suffer disadvantage on saving throws for the next 2 turns
Option 3 Partnership Contract. Target Creature can be only contract present on selecting this contract type all previous contracts dispel with no repercussions companion contracts may be upgraded to this. any summoned creatures that are contracted are immediately dispelled. in addition to Ability points target creature can be used as a secondary point to cast spell through. creatures with partner ship grant contractor bonus AC when within 20 ft up to a max of 3. Creatures gain 10 hit points per spell mod. Creatures can be no more then 5 CR with this contract. if the partner creature reaches 0 hit points. contractor suffer Damage = to partner creatures current max hit points. instant death cannot happen but 1 failed death saving throw will already be present, character will have disadvantage on any saving rolls until a long rest has occurred.
on a successful charisma saving throw the contractor cannot make any more contracts until a long rest has occurred.
contracted creatures will no longer disappear if they were summoned and don't require concentration to maintain. if more then one creature was summoned only the targeted one gains this feature the rest retain duration they had
* - (A drop of Blood)
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