Base Class: Sorcerer
Being granted power is a dangerous venture, especially so when granted by a warlock patron. However, this danger goes both ways, as those bound to service may not be content with loaned powers and strict rules.
Whether by exploiting a contract loophole, overpowering their masters or achieving tasks well beyond the patron's expectations, you were granted permanent access to potent magic that can be exchanged for another's aid. Perhaps you managed to weasel out of your former contract, a family member bested an eldritch god in a contest or you came in contact with a powerful artifact belonging to such an entity.
Arcane Pact Initiate
Starting at 1st level, you gain the ability to loan your magic to another via a lesser form of a Patron contract, known as an Arcane Pact.
As an action, you can touch a willing creature and form an Arcane Pact with them, granting them the ability to cast any one cantrip that you know. The target creature can cast this spell using your spell save DC or spell attack modifier, whichever is applicable. In return, you can choose a single armor, weapon or tool proficiency the creature has and use it for yourself. This bonus is lost when the contract is ended.
This contract lasts a number of days, starting and ending at sundown, equal to your Sorcerer level, or (optional) until a condition agreed upon by both parties is met. While the contract is in effect, you cannot use the cantrip from the Pact unless one and you cannot replace it with another while a Pact is in effect. If either party wishes to end the contract early, they can expend their own Hit Die equal to the numbers of days left in their contract. These dice cannot be regained by normal means until the Pact would normally expire, i.e. you cancelled with four days left so you spend 4 Hit Die.
Enhanced Arcane Pact
At 6th level, your Arcane Pacts benefit both you and your client more, with a steeper upcharge. You can choose to empart a spell you can cast to another via your Arcane Pact feature, though it can't be a spell of 6th level or higher. To do so, you must expend Sorcery Points equal to the level of spell you empart, up to 5th level. While the spell is on loan, you cannot cast it, nor concentrate on an existing casting of that spell. You also cannot regain those expended Sorcery Points until after the contract is voided and its total days are expended.
The target creature can only cast the loaned spell at the level it was set, requiring a short rest to regain the ability to cast it. While this enhanced contract is in effect, you can choose a second proficiency that the target creature has and use it. You can also expend 2 sorcery points to conjure a tool, piece of armor or weapon that either proficiency is related to (Lute proficiency~ summon a lute). The conjured item lasts for a number of hours equal to level of the spell loaned via Arcane Pact and can be summoned again after a short rest.
Bewitched Fine Print
Starting at 14th level, you can instead offer to form a Bewitched Contract with a target creature. This contract requires 5 Sorcery Points to make, in addition to points equal to the emparted spell's level. This contract only lasts a number of days equal to your proficiency bonus and cannot be broken prematurely, requiring the contract to finish its term before another can be made. While this contract is in effect, the target creature can cast the loaned spell as often as you permit, as long as you have spell slots for it.
In exchange, you can roll one of your Hit Die whenever the emparted spell is cast and regain HP equal to the roll. If the cantrip is cast, you instead gain temp HP equal to half your sorcerer level, rounded down. Your conjured items from your Enhanced Arcane Pact feature now last until the end of your Bewitched Contract. You can still form Enhanced Arcane Pacts as normal, with their usual restrictions and rules.
Eldritch Pact Network
Upon reaching 18th level, you can now form multiple Arcane Pacts and Bewitched Contracts. You can make Arcane Pacts with up to three other creatures simultaneously, emparting a different cantrip/ spell to each with their appropriate costs. You can also form a second Bewitched Contract with the same parameters regarding spell levels, restrictions and benefits.
In addition to forming multiple contracts, you can reclaim vital energy for life when your HP hits 0 without you being outright killed. With the creature's permission, sent via instantaneous mental alert, you can break an Arcane Pact to instead drop to 1hp instead of 0. Breaking a Bewitched Contract allows you to roll one of your Hit Die and regain that as HP instead. Breaking a contract like this is a traumatic event and make forming new contracts difficult, imposing a level of Exhaustion for an Arcane Pact or two for a Bewitched Contract.
Previous Versions
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