My Documents
Become a Patron!
# Broker A grey-haired human man wearing a tuxedo sits in his lavish office where two politicians negotiate; they seal their agreement by kissing the man's ring. A gnome woman's eyes hold a mischievous glint as she conjures a contract for a nervous thief. With their raised arms backlit by the light of an angel, the centaur's voice booms authoritatively, binding a knight to a divine cause. Brokers are clever and charismatic individuals who craft binding agreements for lovers, royalty, and gods alike. Over time, they amass great magical power for themselves through brokerage fees, but their true power lies in their connections to people and the agreements they make. ### Sworn to None, Beholden to Many Brokers make bargains with many different beings, both mighty and small, and broker services between their clients. They claim that their mastery of magical trade and binding promises levels the playing field between themselves and mystical beings that some may consider patrons, but this comes at the cost of being inextricably woven into their own web of favors, debts, and power. ### Dealers of Magic Brokers have access to an array of utility and mental magics that is expanded by their Clients. They sell their magical services and spread the influence of these powerful beings while maintaining some amount of autonomy and freedom. Above all, Brokers draw upon the magic hidden within promises, turning deals and vows into magically binding contracts that spell dire consequences when broken. ### Creating a Broker When making your Broker character, think about how you got into dealmaking. Did you apprentice under an older Broker after receiving schooling for it, or did you figure out how to sweet-talk and trick the mighty through hard experience? Why do you forge Pacts? Is it to maintain a sense of control in a complicated world? Is it to amass enough power and experience to save your lover's soul from a devil? Or is it your community duty to enforce laws and promises? What kind of relationship to your Clients do you have? Are you struggling to hide an increasingly large web of debts, or are you like a favored merchant who brings excitement when you visit? Do you work with many individuals of your Client type, or is it an exclusive privilege to work with you? How do you and your Clients communicate? How do you forge Pacts? Do you have magical tattoos that represent each Pact? Do you conjure lengthy contracts for customers to sign? Are you bound by magical threads? \columnbreak
### Quick Build You can make a Broker quickly by following these suggestions. First, choose Charisma or Intelligence as your highest ability score and select it as your spellcasting ability. Constitution should be your second highest ability score. Second, choose the Courtier background. Third, choose the *Thaumaturgy* and *Vicious Mockery* cantrips and choose the Fiend Client.
\pagebreakNum
##### Broker | Level | Proficiency Bonus | Features | Clients | Cantrips Known | Spell Slots | Spell Level | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 1st | +2 | Pact Magic, Dealmaker, Spokesperson | 1 | 2 | 1 | 1st | | 2nd | +2 | Favor, Borrowed Power | 1 | 2 | 2 | 1st | | 3rd | +2 | Broker Archetype | 1 | 2 | 2 | 2nd | | 4th | +2 | Ability Score Improvement | 2 | 3 | 2 | 2nd | | 5th | +3 | ─ | 2 | 3 | 2 | 3rd | | 6th | +3 | Broker Archetype Feature | 2 | 3 | 2 | 3rd | | 7th | +3 | ─ | 2 | 3 | 2 | 4th | | 8th | +3 | Ability Score Improvement | 2 | 3 | 2 | 4th | | 9th | +4 | ─ | 3 | 3 | 2 | 5th | | 10th| +4 | Personal Patronage | 3 | 4 | 2 | 5th | | 11th| +4 | Esoteric Endowment (6th level) | 3 | 4 | 3 | 5th | | 12th| +4 | Ability Score Improvement | 3 | 4 | 3 | 5th | | 13th| +5 | Esoteric Endowment (7th level) | 3 | 4 | 3 | 5th | | 14th| +5 | Broker Archetype Feature | 3 | 4 | 3 | 5th | | 15th| +5 | Esoteric Endowment (8th level) | 3 | 4 | 3 | 5th | | 16th| +5 | Ability Score Improvement | 4 | 4 | 3 | 5th | | 17th| +6 | Esoteric Endowment (9th level) | 4 | 4 | 4 | 5th | | 18th| +6 | Personal Patronage Improvement | 4 | 4 | 4 | 5th | | 19th| +6 | Ability Score Improvement | 4 | 4 | 4 | 5th | | 20th| +6 | Reality Pact | 4 | 4 | 4 | 5th |
## Class Features As a Broker, you get the following class features. #### Hit Points **Hit Dice:** 1d8 per Broker level.
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Broker level after 1st #### Proficiencies **Armor:** Light armor
**Weapons:** Simple weapons, hand crossbows, shortswords, whips
**Tools:** None
**Saving Throws:** Wisdom, (Charisma or Intelligence)
**Skills:** Choose two skills from Arcana, Deception, History, Insight, Intimidation, Performance, Persuasion, and Religion \columnbreak #### Equipment You start with equipment granted by your background, plus a either a number of gold coins equal to 5d4x10 or choose among the following equipment: - (a) a light crossbow and 20 bolts or (b) any simple weapon - (a) a component pouch or (b) an arcane focus - (a) a diplomat's pack or (b) an explorer's pack - Leather armor, any simple weapon, and two daggers #### Multiclassing - **Prerequisites:** Intelligence 13 or Charisma 13 ### Pact Magic You are able to draw power and knowledge from the magical beings you make deals with, allowing you to cast spells. See Spells Rules for the general rules of spellcasting. #### Cantrips You know two cantrips of your choice from the Broker spell list. You learn additional Broker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Broker table. \pagebreakNum #### Spell Slots The Broker table shows how many spell slots you have to cast your Broker spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Broker spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *command*, you must spend one of those slots, and you cast it as a 3rd-level spell. #### Clients As a Broker, you serve a number of highly magical clients from whom you draw limited power. At 1st level, you begin to serve one Client of your choice. Your Client's list of spells are added to the Broker spell list. You must prepare at least one spell from each of your Clients' lists. Your choice of Client also provides options for certain Broker features. You begin to serve additional Clients at higher levels, as shown in the Broker class table. When you gain the Ability Score Improvement feature* from the Broker class, you may switch one Client you serve to a different Client of your choice.
**This is also listed with the Ability Score Improvement feature.* #### Preparing Spells As a Broker, you prepare the spells you have available to cast, choosing from the Broker spell list. When you prepare spells, choose up to a number of Broker spells equal to your spellcasting ability modifier + your Broker level from your Broker spell list. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. You must prepare at least one spell from each of your Clients' spell lists. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Broker spells requires time spent in meditation and bartering: at least 1 minute per spell level for each new spell on your list. #### Spellcasting Ability When you gain your first Broker level, you choose either Charisma or Intelligence as your spellcasting ability for your Broker spells. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use the chosen ability modifier when setting the saving throw DC for a Broker spell you cast and when making an attack roll with one. This chosen ability is also your second saving throw proficiency. **Spell save DC** = 8 + your proficiency bonus + your Charisma or Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Charisma or Intelligence modifier #### Ritual Casting You can cast a Broker spell as a ritual if that spell has the ritual tag and you have the spell prepared. \columnbreak #### Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Broker spells. ### Dealmaker At 1st level, You may facilitate binding agreements. Everyone directly involved must agree to it, but the consequences of breaking the agreement are dire. As an action, you make a Pact between two willing creatures that you touch. One of the creatures may be you. A Pact may not be made if any of the creatures are suffering from the *charmed* condition or under the influence of dominating effects such as *Suggestion*. The specifics of the agreement are up to the agreeing creatures. It should be clear what constitutes breaking the agreement, as well as what completes it (if applicable). *Pay close attention to wording.* If a creature engaged in a Pact breaks the agreement, that creature suffers one of the following effects, chosen and agreed upon when the Pact was made. - **Backlash:** When the creature breaks the Pact, the creature rolls a number of d4s equal to twice your Broker level. The creature immediately loses hitpoints equal to the total + your Broker level. - **Bound Spell:** As the Pact is made, you or one creature involved in the Pact may choose a spell with a casting time of one action or one bonus action and requires a saving throw, attack roll, or deals damage. The choosing creature then expends a spell slot or expends a use of a relevant spell granting feature as if casting the spell. When a creature breaks the Pact, that creature automatically suffers the effects of the spell as if it had failed the save or been hit by the attack. If the spell requires concentration, it instead lasts its full duration. - **Follow-through:** *You may select this option beginning at 3rd level.* When a creature breaks the Pact, it immediately must succeed on a Wisdom saving throw against your Spell Save DC or fall under the effects of the *Suggestion* spell for one hour, with a suggestion defined as you make the Pact. It makes this save with disadvantage.
Once, within 24 hours, you may cast *Suggestion* on the creature using a Pact Magic spellslot. It automatically fails the save when cast in this way. Creatures immune to the *charmed* condition are not immune to this feature. When a Pact is broken, it ceases to bind the other creatures involved in the Pact, unless specifically stated when the Pact was made. You immediately know when a Pact is broken, and by whom, though you don't know details such as where the creature is or specifically how it was broken. The number of creatures that a Pact may involve increases to 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level. \pagebreakNum ### Spokesperson Beginning at 1st level, in order to deal with powerful beings you must understand them. You know a language associated with each of your Clients, listed in the Client description. If you already know this language, you learn a language of your choice for as long as you serve that Client. If you change Clients, you lose the language associated with the old Client and learn the new Client's language. Additionally, you may use your Charisma or Intelligence ability modifier instead of Wisdom when making Wisdom (Insight) checks. ### Favor Beginning at 2nd level, you start to have the clout to bestow magical favors onto your allies from your Clients, which leaves a lingering essence of the Client that influences their actions. You may activate one of your Clients' Favors as an action. You may use this feature a number of times equal to your proficiency modifier. You regain use of this feature at the end of a long rest. ### Borrowed Power Beginning at 2nd level, you learn to share magic with others. As an action while touching a willing creature, choose one broker spell you have prepared and expend a Pact Magic spell slot. Until you complete a long rest, the creature may cast the spell once without expending a spell slot using your spellcasting modifier and using your spell slot level. You immediately know when the spell is cast. You may not regain the expended spell slot until the creature casts the spell or until you complete a long rest. ### Broker Archetype At 3rd level, you choose your Broker Archetype. You may choose from Arcane Diplomat, Eldritch Enforcer, Occult Handler, Soul Contractor, or Shrouded Smuggler. Your Broker Archetype grants you features at 3rd level, and again at 6th level and 14th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Additionally, when you gain this feature, you may switch one Client that you serve to a different Client of your choice. \columnbreak ### Personal Patronage Beginning at 10th level, you have collected enough power from your clients that you can become a patron for others. As an action, you may expend a use of Favor to grant one willing creature other than you that you touch the ability to cast one spell of your choosing from your Clients' spell lists of 2nd level or lower. It may cast this spell once without expending a spell slot, and does so at 2nd level. When it casts the spell, it uses its own spellcasting modifier. If it doesn't have one, it chooses Intelligence or Charisma to be its spellcasting ability for the spell. The level of the spell you may grant with this feature increases to 3rd level at 18th level. A creature loses the ability to cast a spell granted by this feature when you complete a long rest. You may use this feature a number of times equal to half your proficiency modifier (rounded down). You regain all uses of this feature upon completion of a long rest. ### Esoteric Endowment At 11th level, your Clients grant you greater access to their powers. When you prepare your broker spells, choose one 6th level spell from the broker spell list as this Endowment. You can cast your Endowment spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you may prepare additional spells as Endowments: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Esoteric Endowment when you finish a long rest. \pagebreakNum ### Reality Pact Beginning at 20th level, you are able to forge pacts with the power to reshape reality itself. For a price. As an action, you forge a Rality Pact between reality and a single willing creature you touch that is not suffering from the *charmed* condition or under the influence of dominating effects such as the spell *Suggestion*. When the Pact is made, the creature states a wish. The wish should be stated as precisely as possible. Reality reshapes itself to fulfill or accommodate that wish. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. For instance, the desired effect might only be partly achieved, or there might be unforeseen consequences as a result of how the wish is worded. When the Pact is made, the creature also states a price it is willing to pay. This should not be monetary. The price should be narratively related to the effects of the wish, as well as important to the creature; the greater the wish, the greater the price. For example, if a creature wishes that its true love be returned to life, perhaps the creature must never look upon its true love's face for a year and a day, or perhaps the creature may never feel love for the resurrected creature again. If a creature wishes for a weapon to slay an evil god, perhaps the creature must take the role of that evil god, or perhaps the creature must succeed on a difficult quest to return the weapon to its forge and destroy it within a week. Whatever the price, it should be negotiated with the DM. If the DM does not feel that any offered prices are worth the wish, or if the creature refuses to accept any offered or negotiated prices, the Pact cannot be forged, and this feature is not used. Upon the DM's discretion, the Pact may still be forged, but the outcome is significantly twisted to the creature's detriment. If a creature breaks the Pact the wish is undone and reality reverts to a state as if time had passed but the wish had not been made. If the creature purposefully breaks the Pact or renounces the wish in an effort to undo the wish, the creature is erased from existence as reality reverts. A creature may only ever make one Reality Pact. You regain the ability to craft a Reality Pact in this way after seven days have passed.
\pagebreakNum # Broker Archetypes ## Arcane Diplomat Some brokers prefer to stay out of fights, and prevent them when possible. Arcane Diplomats believe that everyone desires something; if these desiress are met, Pacts will be fulfilled and conflict can be prevented. Arcane Diplomats often serve as mediators between warring factions, but less scrupulous ones might use their skills to manipulate desires and a victim's apparent environment while seeming untouchable. ### Diplomatic Negotiator Beginning at 3rd level, you gain expertise in Charisma (Persuasion), meaning you add double your proficiency modifier when making ability checks with that skill. You may choose to use your Intelligence modifier when making Charisma (Persuasion) checks instead of Charisma. Additionally, you learn the *Rebuke Violence* cantrip. It counts as a Broker cantrip and doesn't count against your cantrips known. ### Arcane Parlay Beginning at 3rd level, you learn to create a safe place slightly removed from reality and time in which to negotiate. You may use an action to bring yourself and up to a number of creatures equal to your Broker level + your spellcasting ability modifier that you can see within 60 feet into a special demiplane. While inside this demiplane, time doesn't pass outside the demiplane, and creatures within the demiplane do not age. Creatures in the demiplane are immune to damage and conditions and cannot cast spells. Ongoing effects such as conditions, spells, or concentration are suspended until all creatures leave the demiplane. The demiplane's space is equivalent to a 60 ft by 60 ft room, though it may appear however you wish. You may conjure objects such as furniture or food while in the demiplane, though the food provides no nourishment and conjured objects cannot leave the demiplane. Time spent within the demiplane does not count toward completion of a short or long rest, nor does it interrupt the resting of characters other than you. A creature may choose to leave the demiplane at any time, though you may choose to force them to make a Charisma saving throw to succesfully do so. On a failure, the creature may not make this saving throw again for 10 minutes. Creatures and objects leaving the demiplane reappear where they were before entering the demiplane, as if they had never left. The demiplane exists for up to one hour, or until you choose to leave it. Any objects or creatures not native to the demiplane when it dissolves leave the demiplane. You regain use of this feature upon completion of a long rest. You may expend a use of Favor to use this feature again. \columnbreak ### Reticent Strike Beginning at 6th level, you may use your magic to temporarily make combat deeply unappealing. Whenever a creature that you can see within 90 ft makes an attack, you may use your reaction to cause the creature to make a Wisdom saving throw. On a failure, the creature's attack automatically fails. You may use this feature twice. You regain all uses of this feature upon completion of a short or long rest. ### Voice of Diplomacy Also beginning at 6th level, while inside the demiplane created by your Arcane Parlay feature, any creature that understands a language can magically understand any other creature within the demiplane. ### Cloak of Diplomacy Beginning at 14th level, you learn how to manipulate the magic of laws and Pacts to protect yourself. You may cast the *sanctuary* spell at will without expending a spell slot. When you cast it in this way it has a duration of 10 minutes. You may cast this spell in this way a number of times equal to your proficiency bonus. You regain all uses of this feature upon completion of a long rest.
\pagebreakNum ## Eldritch Enforcer Pacts cannot be forced using mind control, as free-willed promises are their power source. Some brokers have capitalized on an emotional loop-hole to this: fear. Enforcers magically enhance themselves to be intimidating and to hold up in physical brawls. They work well as bouncers, enforcers, and when dealing with people otherwise resistant to persuasion. ### Forceful Negotiator Beginning at 3rd level, you are skilled at intimidating others. You gain expertise in Charisma (Intimidation) checks, meaning you add double your proficiency modifier when making ability checks with that skill. You may use your Intelligence modifier when making Charisma (Intimidation) checks instead of Charisma. ### Eldritch Brawler Also beginning at 3rd level, you bring magical might to fist fights. You gain proficiency with medium armor. You may use your spellcasting modifier for attack rolls with unarmed strikes and grappling checks instead of Strength. Your unarmed strikes deal damage equal to 1d6 + your chosen spellcasting ability modifier. You may choose the damage type for each attack from the options provided by your Clients. When you take the Attack action and aren't wielding a shield, you may make an unarmed strike as a bonus action. ### Frightful Aura Beginning at 3rd level, you may use your bonus action to gain temporary hitpoints equal to your Broker level + your Broker spellcasting ability modifier for 10 minutes. While you have these temporary hitpoints, you may force a creature that you strike with an unarmed strike or successfully grapple to make a Wisdom saving throw against your spell save DC. On a failure, the creature's speed becomes 0 and it becomes *frightened* of you for one minute. You also lose any temporary hitpoints you have. The creature may make the saving throw again at the end of each of its turns. You regain use of this feature upon completion of a short or long rest. You may expend a use of Favor to use this feature again. ### Eldritch Fists Beginning at 6th level, whenever you take the Attack action, you may attack twice. Additionally, you may cast a cantrip in place of one of those attacks. \columnbreak
### Breaker of Broken Promises Beginning at 14th level, you gain the power to break those who break their promises. Whenever a creature other than you breaks a Pact you made, you gain the following benefits for the next 24 hours: - You always know the direction and distance to the creature from you. - You gain resistance to all damage dealt by that creature and have advantage on all attack rolls against it. - As a bonus action you may move up to your base movement speed toward the creature and you may make an unarmed strike against it as part of this bonus action. As a bonus action, you may choose a creature you can see within 60 feet and gain the effects of this feature for 1 minute. If a creature chosen in this way is reduced to 0 hitpoints, you may use your bonus action to choose a new target. You may not choose to activate this feature in this way again until you complete a long rest.
\pagebreakNum ## Occult Handler Many successful brokers have comrades or servants who carry out tasks for them, but none of these organizations compare to that of an Occult Handler. Handlers are the masters of management, utilizing crews of agents and empowering them while out in the field. While the circumstances regarding their employment may vary, the agents of a smart Handler are a tightly bound and synergistic collective working toward their master's goals. ### Agent's Mark Beginning at 3rd level, you can create magical marks (such as coins or tiny statuettes) to empower those who act on your will. As part of a one minute ritual, you create a mark that is bound to one willing creature you touch. While a creature has a mark bound to it in its possession, you may activate your Favor, Borrowed Power, and Personal Patronage features as if you were touching them, regardless of distance to the bound creature. Additionally, a creature holding a mark bound to it may use its action while holding the mark to send a message of 25 words or less to you. You hear the message in your mind, and know who sent it, regardless of distance between you, even if you are on different planes of existence. A creature may send a message with a mark in this way a number of times equal to half your proficiency modifier, rounded up. It regains all uses when you complete a long rest. You may have created a number of these marks equal to your proficiency modifier, and cannot create a new one while at your maximum. A creature may only be bound to a single mark at a time. You may dismiss a mark of your choice as a free action, wherever it is. ### Handler's Voice Beginning at 3rd level, you may turn your attention and blessing toward one of your agents, allowing them to become your mouthpiece. Using your action, one willing creature that you touch or one creature bound to one of your marks that is in its possession adds half your proficiency bonus, rounded up, to all ability checks it makes for the next 10 minutes. During these 10 minutes you may use your action to see through the creature's eyes and hear what it hears, as well as speak with your own voice through their mouth. During this time, you are deaf and blind with regard to your own senses. You have no control over the creature other than to speak, and you may choose to allow them to speak at will. You may return to your senses as an action. While using the creature's senses, the creature may use its action to allow you to forge a Pact using your Dealmaker feature. The creature must be touching any creatures involved in the Pact. You regain use of this feature upon completion of a short or long rest. You may expend a use of Favor to use this feature again. \columnbreak
### Blood of the Covenant Beginning at 6th level, the connection between you and your agents allows you to share vitality. You may use your action to cause you or one willing creature of your choice that is bound to one of your marks to lose a number of hitpoints up to your Broker level + your proficiency modifier. This loss cannot reduce a creature below 1 hit point. You, or one other creature of your choice bound to one of your marks gains hitpoints equal to the hitpoints lost. If the creatures are within 60 feet of each other, the hitpoints lost may be up to twice your Broker level + your proficiency modifier. Both creatures gain temporary hitpoints equal to twice your proficiency modifier as the magic of their bond bolsters them. Both creatures, other than you, must have their bound marks in their possession, or the ability fails with no effect. You may use this feature a number of times equal to your spellcasting ability modifier. You regain all uses upon completion of a long rest. ### Managerial Intervention Beginning at 14th level, you may use your action to teleport to a creature bound to one of your marks, so long as they have the mark in their possession and are on the same plane of existence as you. You regain use of this feature upon completion of a long rest. You may expend a use of Favor to use this feature again. \pagebreakNum ## Soul Contractor Some brokers mix soul magic with their binding magic, which can both hurt and help. Soul Contractors primarily collect fragments of souls from those who break their Pacts, though they may also shave off pieces from the dying. These fragments, or "soul trinkets," can be used to for tracking pactbreakers, enhancing skills, augmenting spells, and even extending life. A Soul Contractor's ire is not to be taken lightly, as they are excellent trackers. ### Soul Pacts Beginning at 3rd level, when a creature other than you breaks a Pact, in addition to the normal effects, a soul trinket associated with the creature appears in one of your free hands. If you don't have any hands free, it falls to the ground at your feet. A soul trinket is a small fragment of a creature's soul that takes the form of a tiny object of your choice, such as coin or vial. It counts as a magic item. Each trinket is associated with a specific creature and may be used in a variety of ways. - A creature may use its action while holding a soul trinket to determine the direction the associated creature is in, as long as it is on the same plane and isn't dead. - You may use an action to determine the direction to a soul trinket you created. - As an action, you may consume a soul trinket you hold to gain proficiency in one skill of your choice for 1 minute. If you are already proficient in the chosen skill, you gain expertise in the skill, adding twice your proficiency modifier to ability checks made with it. If you consume a trinket in this way while under these effects, you lose the previous proficiency. - If a soul trinket was created as a reaction to the death of a creature, you may dismiss that trinket, wherever it is, for no effect *(no action required)*. When a creature with an Intelligence score greater than 4 that you can see within 60 ft dies, you may use your reaction to create a soul trinket associated with that creature. You can only have a maximum number of soul trinkets created by deaths equal to your spellcasting ability modifier, and you can’t create one while at your maximum. ### Soul Bond Also beginning at 3rd level, you know how to bind souls together, mingling their skills and life force. You may use your action to link the souls of two creatures you can see within 60 ft for 10 minutes. Any target that is unwilling must make a Charisma saving throw to avoid becoming linked. If a creature's soul trinket in your possession, it makes the save with disadvantage. When one of the creatures takes damage from a source other than this feature, the other creature takes damage equal to your Broker level + your spellcasting ability modifier. You may choose the type of damage from the options listed with your Clients. Additionally, while linked, each creature gains proficiency with skills and equipment the other creature is proficient with. Each creature may use their reaction when the other bonded creature makes an ability check, saving throw, or attack roll to grant that roll advantage or disadvantage. Each creature may use their reaction in this way once per bond. You must maintain concentration on maintaining this bond as if concentrating on a spell. You have advantage on concentration saving throws caused by damage from this feature. You regain use of this feature upon completion of a long rest. You may expend a use of Favor to use this feature again. ### Soul-Sought Spells Beginning at 6th level, you may use soul trinkets to augment your spellcasting. If you are holding a soul trinket, you may cast spells on its associated creature if that creature is within 120 ft, even if you cannot see or touch the creature. A spell cast this way originates at the creature's location, but still requires a saving throw or attack roll *(if required).* A spell cast in this way must have a detrimental effect on its target. When casting a spell that requires an attack roll or saving throw, you may consume one soul trinket as a bonus action that you are holding to roll 1d4 and add the result to one attack roll or subtract the result from one affected creature's saving throw. If the trinket is associated with the affected creature, roll 2d4. At 14th level the die size increases to 1d6. ### Constrictive Bond Also beginning at 6th level, you may use soul trinkets to make your soul bond constrictive. When you first create a Soul Bond, or as an action on your turn while concentrating on a Soul Bond, you may consume a soul trinket to make the bond constricting. When a trinket is consumed this way, the Soul Bond's maximum duration becomes one minute. A bonded creature must make a Charisma saving throw each time it attempts to move to a space that is more than 60 feet away from the other bonded creature; if it succeeds on this saving throw, this feature doesn't restrict either creatures' movement until the beginning of that creature's next turn. If it fails, the creature may not move further than 60 feet from the other bonded creature, and may not attempt to do so again until the beginning of its next turn. ### Soul Sustenance Beginning at 14th level, you may use use soul trinkets to extend your life. As a bonus action, you may consume a soul trinket to regain hit points equal to 1d8 + your spellcasting ability modifier. When you do so, you become 1 week younger, and do not need to eat or drink for one day. \pagebreakNum ## Shrouded Smuggler Brokers are known for selling magic and magical services; Shrouded Smugglers turn this toward magical items. They are capable of imbuing objects with useful magical tricks, are are particularly skilled at hiding and binding objects and people, often sneaking illicit goods past even the most observant guards. ### Minor Spell Smuggler Beginning at 3rd level, you are able to infuse bits of magic into objects. By enacting a 10 minute ritual while touching a tiny nonmagical object, you imbue the object with one cantrip from the Broker spell list. You do not need to know the cantrip to infuse it in this way. A creature may use its action while holding the object to cast the cantrip once using your spellcasting modifier, expending the object's power. While an object is imbued in this way, it counts as a magical item. The maximum number of objects that may be infused with cantrips is equal to your spellcasting ability modifier (minimum 1). You know when a cantrip is cast from one of these objects. An object loses its infused cantrip when you complete a long rest. Beginning at 10th level, an object may be used to cast an infused cantrip twice before its magic is expended. ### Smuggler's Hollowing Also beginning at 3rd level, as an action, you can magically and harmlessly store a nonmagical object or container no larger than 1 cubic foot that you hold inside the living body of a willing creature that you touch of size Small or larger for a number of hours equal to your spellcasting ability modifier (minimum 1 hour). While an object is stored inside a creature in this way, there is no physical sign of its presence, it cannot take damage, and it cannot be used in any way. If the object contains other objects, such as a bag containing coins or a jar containing a liquid, its contents are stored as well and do not spill while stored. However, it can still be detected via magical means, such as with spells like *Locate Object.* Effects like *Detect Magic* or effects that reveal shapechangers can also detect this feature, unless the object or creature is protected from divination effects, such as the with the spells *Arcanist's Magic Aura* or *Nondection.* As an action, the creature may retrieve an object stored inside it in this way, causing it to appear in its grasp. As an action while touching the creature, you may retrieve an object stored in this way, causing it to appear in your hands. If a creature containing an object stored in this way dies, the stored object falls at its feet. The size of an object that may be stored in a creature increases by 1 cubic foot for each size above Medium. A creature may only contain a single object or container stored in this way at a time. Any attempt to store an object in a creature that already contains an object fails, but does not expend this feature. \columnbreak
Beginning at 6th level, the stored object may be magical, though a container may only contain a single magical object. An object or container that creates an extra-dimensional space such as a *bag of holding* or *portable hole* cannot be stored with this feature. You may use this feature once. You regain use of this feature upon completion of a short or long rest. You may expend a use of Favor to use this feature again. ### Special Stash Beginning at 6th level, you may perform a one hour ritual to bind a weapon or item to a willing creature. The creature must touch the item for the duration of the ritual. When completed, the creature may use its action to dismiss the item or weapon into a demiplane or summon the item or weapon from the demiplane. If the item requires attunement, it remains attuned while in the demiplane. A creature may only have one item bound via this ritual at a time. A creature may break its bond with an object as an action. ### Improved Spell Smuggler Also beginning at 6th level, you use your Minor Infusion feature to store any spell of first level or higher from the Broker spell list for which you have spell slots into an object. Infusing a spell in this way does not expend a spell slot. You regain the ability to infuse a spell in this way upon completion of a long rest. The maximum number of objects that may be infused with spells of first level or higher is equal to half your spellcasting ability modifier (rounded down).
\pagebreakNum ### Stow Away Beginning at 14th level, you are capable of hiding living creatures inside of objects. As an action, one willing creature that you touch magically enters and possesses one item no larger than one cubic foot that you touch as part of this action. While the creature possesses the object, its body disappears and it loses access to any of its class features, special abilities, and racial abilities. The creature chooses whether its equipment disappears with its body or drops to the ground. While possessing the object, the creature gains the following features: - The creature becomes a sentient magic item. It retains its original mental ability scores. - The creature loses any movement speeds it had. However, it gains a 20 foot flying speed. - The creature gains immunity to poison damage. It cannot suffer from the poisoned, blinded, deafened, or prone conditions. - The creature loses any senses it had. It can hear, and gains blindsight out to 60 feet. It can communicate telepathically with a creature it can see as long as they share a language. - The creature cannot use objects or cast spells, though if the object has moving parts, the creature has control of them. - If the creature is a weapon, it may make one attack with the attack action, using the damage dice of the weapon it is in the form of. It is proficient with this attack, and uses its choice of Intelligence, Wisdom, or Charisma when making this attack. - If the item is magical, the creature may use any abilities the item has. The creature ceases possessing the object after a number of hours equal to your spellcasting ability modifier, or if the item is broken. Your DM will determine the object's AC and hitpoints using the object durability rules *(found in chapter 15 of the Basic Rules)*. The creature may leave the object as an action, fully regaining its body and all its features. You regain use of this feature upon completion of a long rest. You may expend a use of Favor to use this feature again. \columnbreak ## New Spells #### Rebuke Violence *Abjuration Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 60 ft - **Components:** V, S - **Duration:** 1 round ___ One creature that you can see within range must make a Wisdom saving throw. If it fails, its next successful attack before the end of its next turn deals 1d4 less damage and it takes force damage equal to the amount of damage reduced. This spell's damage reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). *(Classes: Broker, Cleric, Wizard)* #### Encode Thoughts (redux) *Enchantment Cantrip* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** S - **Duration:** 8 hours ___ Putting a finger to a willing creature's head, you copy a memory, an idea, or a message of its choice from its mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. You may have created up to three thought strands in this way existing simultaneously. If you create an additional thought strand the oldest one dissipates. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as *detect thoughts* or *modify memory*), you can transform the thoughts or memories you read into a thought strand without the creature being willing as if you pulled it from your own mind. A creature may use its action while holding a thought strand to instantly receive whatever memory, idea, or message the thought strand contains, consuming the strand. Casting *detect thoughts* allows the caster to receive the contents of a thought strand, but does not consume the strand. *(Classes: Broker, Wizard)* ## New Item ### Thought Strand Vial *Common Wonderous Item (vial)* A Thought Strand Vial may hold a single Thought Strand, such as those created by the spell *Encode Thoughts*. While a thought strand is contained by a Thought Vial, it lasts indefinitely, and does not count against the limit of *Encode Thoughts*. \pagebreakNum # Broker Spells
##### Cantrips (0 Level) - Blade Ward - Dancing Lights - Encode Thoughts* - Guidance - Light - Mage Hand - Mending - Message - Mind Sliver - Minor Illusion - Prestidigitation - Produce Flame - Rebuke Violence* - Resistance - Spare the Dying - Thaumaturgy - Vicious Mockery ##### 1st Level - Alarm - Bane - Beast Bond - Bless - Cause Fear - Ceremony - Command - Comprehend Languages - Detect Evil and Good - Detect Magic - Disguise Self - Dissonant Whispers - False Life - Find Familiar - Identify - Illusory Script - Inflict Wounds - Protection From Evil and Good - Silent Image - Sleep - Speak With Animals - Unseen Servant ##### 2nd Level - Alter Self - Animal Messenger - Arcanist's Magic Aura - Blindness/Deafness - Blur - Darkvision - Detect Thoughts - Enhance Ability - Enlarge/Reduce - Enthrall - Hold Person - Invisibility - Lesser Restoration - Locate Object - Magic Mouth - Magic Weapon - Mind Spike - Misty Step - Phantasmal Force - See Invisibility - Skywrite - Silence - Warding Bond - Zone of Truth ##### 3rd Level - Bestow Curse - Blink - Catnap - Clairvoyance - Create Food and Water - Elemental Weapon - Fear - Feign Death - Haste - Hypnotic Pattern - Life Transference - Magic Circle - Major Image - Nondetection - Protection From Energy - Remove Curse - Sending - Tiny Hut - Tiny Servant - Tongues ##### 4th Level - Arcane Eye - Banishment - Confusion - Death Ward - Dimension Door - Fabricate - Faithful Hound - Freedom of Movement - Greater Invisibility - Locate Creature - Phantasmal Killer - Private Sanctum - Resilient Sphere - Secret Chest ##### 5th Level - Arcane Hand - Awaken - Contact Other Plane - Contagion - Creation - Dispel Evil and Good - Dream - Greater Restoration - Hallow - Hold Monster - Legend Lore - Mislead - Modify Memory - Planar Binding - Seeming - Synaptic Static - Teleportation Circle ##### 6th Level - Arcane Gate - Heroes' Feast - Instant Summons - Mental Prison - Programmed Illusion - Planar Ally - True Seeing ##### 7th Level - Dream of the Blue Veil - Plane Shift - Magnificent Mansion - Teleport ##### 8th Level - Clone - Demiplane - Glibness ##### 9th Level - Astral Projection - Gate
\pagebreakNum # Clients ## Agent of Fate **Damage Type:** Force
**Language:** You may choose one standard language upon completion of a long rest.
**Favor** For 1 hour, one willing creature that you touch gains the ability to use its reaction to add or subtract 1d6 from any ability check it can see being made within 60 ft. For 1 hour, the creature gains the Personality Trait "I love games of chance" and the flaw "I impulsively take risks believing fate is on my side." | Spell Level | Spell | |:---:|:---:| | 1st | *Hex* | | 2nd | *Augury* | | 3rd | *Slow* | | 4th | *Divination* | | 5th | *Skill Empowerment* | | 6th | *Find the Path* | | 7th | *Sequester* | | 8th | *Antipathy/Sympathy* | | 9th | *Foresight* | ## Arcanist **Damage Type:** Force
**Language:** You may choose one standard language upon completion of a long rest.
**Favor:** For the next minute, one willing creature you touch adds 1d4 to the DC of spells it casts. Additionally, for 1 hour, whenever a creature casts a spell within 120 feet, the favored creature may make an Arcana check against 10 + the spell's level to recognize the spell. For the next hour, the creature gains the Ideal "I seek to understand and meticulously catalog magical phenomena and items, and will go to great lengths to do so." | Spell Level | Spell | |:---:|:---:| | 1st | *Magic Missile* | | 2nd | *Rope Trick* | | 3rd | *Counterspell* | | 4th | *Summon Elemental* | | 5th | *Animate Objects* | | 6th | *Contingency* | | 7th | *Simulacrum* | | 8th | *Antimagic Field* | | 9th | *True Polymorph* | \columnbreak ## Archfey **Damage Type:** Poison
**Language:** Sylvan
**Favor:** For the next 10 minutes, one willing creature that you touch may use its bonus action to use the Hide action, and may attempt to hide even when in plain sight. For the next hour, the creature gains the Bond "I am incapable of telling a direct lie" and the Ideal "Mischief is the spice of life." | Spell Level | Spell | |:---:|:---:| | 1st | *Faerie Fire* | | 2nd | *Calm Emotions* | | 3rd | *Summon Fey* | | 4th | *Hallucinatory Terrain* | | 5th | *Tree Stride* | | 6th | *Irresistible Dance* | | 7th | *Mirage Arcane* | | 8th | *Animal Shapes* | | 9th | *Time Stop* | ## Celestial **Damage Type:** Radiant
**Language:** Celestial
**Favor:** You cast *Heroism* without spending a spell slot. For the next hour, the creature you cast this spell on gains the Ideal "I fight injustice wherever I find it, however I can, even if doing so places me in danger." | Spell Level | Spell | |:---:|:---:| | 1st | *Cure Wounds* | | 2nd | *Aid* | | 3rd | *Revivify* | | 4th | *Guardian of Faith* | | 5th | *Mass Cure Wounds* | | 6th | *Sunbeam* | | 7th | *Conjure Celestial* | | 8th | *Holy Aura* | | 9th | *Mass Heal* | \pagebreakNum ## Dragon **Damage Type:** Thunder
**Language:** Draconic
**Favor:** For 10 minutes, one willing creature that you touch gains resistance to one of the following damage types of your choice: acid, cold, fire, lightning, poison, or thunder. During this time, the creature's AC also becomes 13 + Dexterity, if it isn't higher. For the next hour, the creature gains the Bond "I obsessively seek out and horde valuable and interesting objects." | Spell Level | Spell | |:---:|:---:| | 1st | *Absorb Elements* | | 2nd | *Dragon's Breath* | | 3rd | *Fly* | | 4th | *Elemental Bane* | | 5th | *Cone of Cold* | | 6th | *Investiture of Flame* | | 7th | *Prismatic Spray* | | 8th | *Illusory Dragon* | | 9th | *Shapechange* | ## Fiend **Damage Type:** Fire
**Language:** Infernal
**Favor:** One willing creature that you touch is wreathed in infernal flames for one minute. Once, on each of its turns, whenever the creature makes a weapon attack or unarmed strike, it adds 1d4 to the attack roll and its attacks deal an additional 1d6 fire damage. For the next hour, the creature gains the Flaw "I enjoy intimidating others and, at best, am not opposed to cruelty." | Spell Level | Spell | |:---:|:---:| | 1st | *Hellish Rebuke* | | 2nd | *Scorching Ray* | | 3rd | *Summon Lesser Demons* | | 4th | *Fire Shield* | | 5th | *Immolation* | | 6th | *Summon Fiend* | | 7th | *Power Word Pain* | | 8th | *Incendiary Cloud* | | 9th | *Meteor Swarm* | \columnbreak ## Guardian **Damage Type:** Psychic
**Language:** Giant
**Favor:** For 10 minutes, one willing creature that you touch gains advantage on Intelligence ability checks. During this time, the creature may use its action to speak a distracting riddle. One creature of its choice within 60 feet that can hear it must make an Intelligence saving throw. On a failure, it is deafened until the end of its next turn and subtracts 1d6 from attack rolls, ability checks, and saving throws until the end of its next turn. For the next hour, the favored creature gains the Bond "I am extremely protective of my belongings" and the Personality Trait "I habitually speak cryptically or in riddles." | Spell Level | Spell | |:---:|:---:| | 1st | *Sanctuary* | | 2nd | *Arcane Lock* | | 3rd | *Glyph of Warding* | | 4th | *Summon Construct* | | 5th | *Wall of Force* | | 6th | *Guards and Wards* | | 7th | *Symbol* | | 8th | *Maze* | | 9th | *Imprisonment* | ## Old Soul **Damage Type:** Cold
**Language:** You may choose one standard language upon completion of a long rest.
**Favor:** One willing creature that you touch cannot be *charmed* or possessed for 1 hour. When it must make a saving throw it may use its reaction to add 1d4 to the roll. For the next hour, the creature gains the Bond "I am inhabited by the echo of an ancient ghost, which sometimes offers opinions or tries to influence my actions." The specific ghost is up to the DM, but should be your Client or a ghost your Client trusts. | Spell Level | Spell | |:---:|:---:| | 1st | *Armor of Agathys* | | 2nd | *Levitate* | | 3rd | *Speak With Dead* | | 4th | *Death Ward* | | 5th | *Danse Macabre* | | 6th | *Soul Cage* | | 7th | *Etherealness* | | 8th | *Mind Blank* | | 9th | *True Ressurection* | \pagebreakNum ## Outsider **Damage Type:** Psychic
**Language:** Deep Speech
**Favor:** For 10 minutes, one willing creature you touch gains resistance to psychic damage and may speak telepathically to any creature within 60 feet. A creature must understand at least one language to understand these telepathic utterances. For one hour, the creature gains the Personality Trait "I find social norms fascinating and baffling, as well as the cultural artifacts associated with them." | Spell Level | Spell | |:---:|:---:| | 1st | *Charm Person* | | 2nd | *Crown of Madness* | | 3rd | *Hungar of Hadar* | | 4th | *Summon Aberration* | | 5th | *Telepathic Bond* | | 6th | *Mass Suggestion* | | 7th | *Reverse Gravity* | | 8th | *Maddening Darkness* | | 9th | *Psychic Scream* | ## Credits > ### Broker: by Frosferrus > ### Art (in order of appearence) > - *Edricane*, by Clapero-Sans > - *Spacetime*, by Michael Dziekan > - *Leovold, Emissary of Trest*, by Magali Villeneuve > - *Bahmi Bartender*, owned by Trion Games > - *War Council*, by Ann Jean > - ~~*The Forbidden Fruit*, by Timmi-o-tool~~ > - *Ye Ol Magic Shop*, by jjpeabody \columnbreak ## Primordial Spirit **Damage Type:** Acid
**Language:** Primordial
**Favor** For one hour, one willing creature that you touch ignores difficult terrain and is viewed as non-threatening by beasts, elementals, and plants unless given cause to feel otherwise. The creature also has advantage on Wisdom (Survival) checks related to finding or creating shelter and food. For one hour, the creature gains the Ideal "I strive to protect and nurture the natural world. I will reclaim with a vengeance that which has been damaged by environmental abuse." | Spell Level | Spell | |:---:|:---:| | 1st | *Goodberry* | | 2nd | *Barkskin* | | 3rd | *Speak With Plants* | | 4th | *Conjure Woodland Beasts* | 5th | *Commune With Nature*| | 6th | *Wind Walk* | | 7th | *Regenerate* | | 8th | *Control Weather* | | 9th | *Mass Polymorph* |