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Become a Patron!
## Contractor A half elf walks down a darkly lit alley, whistling a little tune under his breath. From the shadows comes a man, dressed raggedly and holding a rusted knife in his hands. Before the man can say anything, the half elf speaks up, "how would *you* like me to make your day?" A gnome sits, silently tinkering into the night, when they hear an ethereal voice calling. Looking around, they see nobody, but the words continue until the gnome notices a shape hiding in the shadows. Through the gloom he can barely make out a smile spread across the thing's lips as it repeats, "power for your thoughts?" A man strolls casually through a massive battlefield, arrows and spells flying around him. A bulwark of warlocks surrounds him, firing off spells and protecting him from harm, and he smiles as he continues his onward march to victory. Contractors, though rare, are a pinnacle of existence. Often, they are what would have been sorcerers, but certain conditions have prevented them from using their own power, or are connected to extraplanar entities in a different way from warlocks. In any case, they are known for their Contracts, but beware: there's always strings attached. ### Beings of Word and Deed Contractors are held by certain rules, things that bind them that not even things so mighty as gods and wishes can undo. That is, they cannot lie in their contracts, be it a Contract of magical power or buying an item at the market, any transaction is affected. Never fear, you can still *lie*, but when making a contract one must be truthful. Because of this, many have become either profuse liars or those who refuse to lie at all. ### Discovery Many Contractors discover their power by accident, by finding a deal made with a friend or family member magically enforced, or by joking promising power to someone and discovering to their surprise they are truly capable of doing so. In any case, the discovery of a Contractor's powers is never a quiet event, the news of supernaturally enforced bargains spread far and wide. ### A Wolf Among Sheep Whether they be good intentioned or evil, all Contractors possess a strange power, one that enables them to give strength to others despite their own weakness. Because of this, even if they don't acknowledge or realize it, they usually treat others as below them, or separate from them, creatures of another breed. \columnbreak ### Making a Contractor When you make a Contractor, it's always important to consider their past. How did they discover their power? How long have they known? Do they keep it secret, or flaunt it for all to see? And, above all, to what ends do they use their unique gift? Do they seek to enslave those around them in a complex web of oaths and promises, or do they seek to lift others up to the glory they deserve? ### Quick Build You can make a Contractor quickly by following these suggestions. First, make Charisma your highest ability score, followed by Constitution. Next, choose the *Minor Protection* and *Strength* Pacts. \pagebreak
##### Contractor | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Truthteller, Pacts (2), Helping Hand | | 2nd | +2 | Bargainer, Advisor(1) | | 3rd | +2 | Pact Path | | 4th | +2 | Ability Score Increase | | 5th | +3 | Patronage (1) | | 6th | +3 | Path Feature | | 7th | +3 | Evasion | | 8th | +3 | Ability Score Increase | | 9th | +4 | Pacts (4), Magical Summons (1) | | 10th | +4 | Patronage( 2) | | 11th | +4 | Path Feature | | 12th | +4 | Ability Score Increase | | 13th | +5 | Pacts (6) | | 14th | +5 | Path Feature | | 15th | +5 | Patronage (3), Advisor(2) | | 16th | +5 | Ability Score Increase | | 17th | +6 | Pacts (8), Magical Summons (2) | | 18th | +6 | Path Feature | | 19th | +6 | Ability Score Increase | | 20th | +6 | Pactlord |
## Class Features As a Contractor, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Contractor level - **Hit Points at 1st Level:** 10 + your constitution modifier - **Hit Points at Higher Levels:** 1d10 + your constitution modifier per level after 1st #### Proficiencies ___ - **Armor:** light armor - **Weapons:** simple weapons - **Tools:** none ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose any three #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a sling or *(b)* a quarterstaff - *(a)* a diplomat's pack or *(b)* an explorer's pack - leather armor and a dagger \columnbreak ### Truthteller Starting at 1st level, being an existence tied to the essence of binding souls through contracts, honesty has become the best policy for your own safety. When conducting any sort of business arrangement, transaction, deal, or other exchange of goods, services, and/or information, you are considered under the effects of the *Zone of Truth* spell. In addition, any creatures interacting with you while you are under the effects caused by this ability are also affected. Both of you are considered to have automatically failed your saving throws. ### Helping Hand At 1st level, you have learned that for good or ill, you're rather good at helping people. You can take the help action as a bonus action, and if you do, you can help an additional creature. You can use your movement during this action or bonus action, breaking it into two stages. ### Pacts At 1st level, you have begun to master the art of Eldritch Deals. You learn 2 Pacts, which are detailed at the end of the class description, and can have a maximum number of Pacts active at a given time equal to your Proficiency Bonus. A creature can only benefit from up to 2 Pacts at the same time. You can end a Pact at any time (no action required). You can exchange one of your known Pacts for another at the end of a long rest. Some Pacts will call for a Pact Save DC and attack bonus, which is: 8 + your charisma modifier + your proficiency bonus for save DC your charisma modifier + your proficiency bonus for attack bonus You gain additional Pacts at 9th (4), 13th (6), and 17th (8) levels. You can have a maximum number of Pacts active equal to your Contractor level. All Pacts you have last until you choose to end them, unless otherwise stated. ### Bargainer At 2nd level, you have gotten better at striking deals with others. As an action, you can grant yourself advantage on any charisma (persuasion), charisma (deception), or charisma (intimidation) check made to encourage others to make deals with you included in the criteria of your *Truthteller* feature. You can use this feature a number of times per long rest equal to your charisma modifier ### Advisor At 2nd level, your connection to the nature of deals has allowed you to attract a follower. This follower is a CR 0 Beast of your choice that is size small or tiny, though it secretly is either an Aberration, Fiend, Fey, Celestial, Elemental, or Undead (your choice). This follower is loyal to you, and can communicate with you telepathically using a language of your choice, and has a 14 in intelligence, wisdom, and charisma scores instead of those in its stat block. \pagebreakNum When in combat, it acts on your initiative but you cannot command it. Instead it will avoid combat, moving toward cover and away from hostiles using the *Dash*, *Dodge*, and *Hide* actions. If it is slain, it reappears mysteriously the next time you finish a long rest. You gain an additional advisor at 15th level. ### Pact Path At 3rd level, you can choose a path that your Pacts will follow, choosing between the Paths of Devotion, Dominion, Unholy, Sanctified, Horde, and Eternal. Your Path grants you features at 3rd, 6th, 11th, 14th, and 18th levels. ### Ability Score Increase At 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by two, or increase two ability scores of your choice by one. At your DM's discretion, you can instead take a feat. As normal, you cannot increase an ability score above 20 using this feature. ### Patronage Starting at 5th level, you can tap into a new kind of power. You can now function as a Warlock patron of a variety of your choice. Creatures that obtain power from you in this way are considered permanently *charmed* by you, ignoring immunity, and you can suggest any course of action, regardless of potential consequence, although the creature may not follow this course of action. In addition, you can telepathically communicate with these creatures over any distance, and in other planes of existence, so long as nothing is interfering with telepathy and neither of you are in an antimagic field. You do not directly control creatures you grant power to in this way, and in order to obtain these benefits, the creature must possess at least 1 level in the Warlock class, with you as their Patron. These creatures are considered Pacted. For each creature that you have granted power to in this way, your hit point maximum increases by an amount equal to your Proficiency Bonus. ### Evasion At 7th level, your practice at keeping yourself safe has allowed you to develop more skills. When you are subjected to an effect that allows you to make a dexterity saving throw, such as a red dragon's fire breath or the *lightning bolt* spell, you take half damage on a failed saving throw and no damage on a successful saving throw. \columnbreak ### Magical Summons Starting at 11th level, you can make your Advisors assist you in combat. As an action, you can transform one of your Advisors, and cast a spell depending on their creature type. If your Advisor was a fiend, you cast *summon fiend* in your Advisor's space, requiring no components, and their normal body disappears. If your Advisor was a Celestial, you cast *Summon Celestial* in your Advisor's space, requiring no components, and their normal body disappears. If your Advisor was an Aberration, you cast *Summon Aberration* in your Advisor's space, requiring no components, and their normal body disappears. If your Advisor was an Elemental, you cast *Summon Elemental* in your Advisor's space, requiring no components, and their normal body disappears. If your Advisor was a Celestial, you cast *Summon Celestial* in your Advisor's space, requiring no components, and their normal body disappears. If your Advisor was a Fey, you cast *Summon Fey* in your Advisor's space, requiring no components and their normal body disappears. Regardless of creature type and spell, the spell requires no concentration and is considered as being cast at a level equal to 2 + your proficiency bonus. You can use this feature once, regaining the use of this feature at the end of a long rest. At 17th level, you can use this feature on both of your Advisors instead of one and command both using the same bonus action, and the level the spell is cast at is 3 + your proficiency bonus for one of your Advisors transformed in this way (your choice). When the spell ends, your Advisor(s) reappear within 5 feet of you at full hitpoints. ### Pactlord At 20th level, you have become a force to be reckoned with. You can become an Aspect, a powerful being, and are temporarily able to draw on your power yourself. As an action, you can transform into an Aspect, your appearance being shaped by your Patronage varieties. For one minute, you gain the following benefits: - You gain 20 temporary hitpoints - Your AC increases by 2 - You gain up to 2 features based on your Patronage varieties: - Fiend: At the start of each of your turns, you can cause an ally you can see to make one melee weapon or spell attack against an enemy within range, adding your level as fire damage on a hit - Fey: As a bonus action, you can cause each creature of your choice within 45 feet of you to make a wisdom saving throw. On a failure, they are either charmed or afraid of you (your choice) for one minute. In addition, you can cast *suggestion* on these creatures on each of your turns, requiring no components or action on your part besides verbally specifying the suggestion. They interpret this as either a condition of release if frightened or a task to complete if charmed. They can retake the saving throw at the end of each of their turns, ending this effect on a success. \pagebreak - Celestial: As an action, you can target one creature that you can see within 30 feet of you, and cause that creature to regain hitpoints equal to 7d8 + half your level. - Great Old One: As an action, you can cause all creatures of your choice that you can see within 60 feet of you to succeed on an intelligence saving throw or take 4d8 psychic damage and become blinded for one minute as horrible visions fill their mind, suffering only half damage and no additional effects on a successful saving throw. - Hexblade: As an action, you can summon a blade of howling darkness. On each of your turns, you can use a bonus action to command it to move up to 30 feet and make a melee attack using your Pact attack bonus, dealing 6d8 necrotic damage on a hit. This blade lasts for one minute, before harmlessly disappearing into wisps of shadow. - Genie: As an action on each of your turns, you can gesture to a point within range. From this spot emerges three mephits of a variety of your choice, which obeys your spoken commands (no action required). All mephits summoned in this way disappear after one minute or when you are incapacitated. - Fathomless: As an action on each of your turns, you can cause a whirling vortex to appear at a point you can see within 60 feet of you. Each creature within 20 feet of the selected point must succeed on a strength saving throw against your Pact save DC or be dragged to an unoccupied space as close to the center as possible and take 2d12 force damage, taking half as much damage and not being pulled on a successful save. This movement triggers opportunity attacks. At the start of each of their turns, the creatures may retake this saving throw, ending the effect on a success. On a failed retaken save, the creature takes 2d12 force damage and has their speed reduced to 0. You can use this feature once, and regain the use of this feature at the end of a long rest. ## Subclasses ### ## Path of Devotion When you embark on the Path of Devotion, you value the loyalty and trust between you and those you form Contracts with. Typically these Contractors are Celestial or Fey Patrons, and share their Contracts with close friends and loved ones. ### Bonds of Trust Starting when uou choose this Path at 3rd level, when you form a Pact with a willing creature, both of you gain a number of temporary hitpoints equal to your Contractor level until the Pact ends. \columnbreak ### Guardian of the Fold At 6th level, you have learned that deeds speak louder than words. As a reaction to seeing a creature take damage, you can transfer the damage to yourself and reduce the total (before calculation) by an amount equal to your Contractor level. You can use this feature a number of times per long rest equal to your charisma modifier. ### Protective Influence Starting at 10th level, you become a further protector to those you care for. Creatures of your choice within 15 feet of you gain temporary hitpoints at the start of each of their turns equal to your Proficiency Bonus. These temporary hitpoints stack with any temporary hitpoints granted by your other abilities. At 18th level, the range of this effect increases to 30 feet. ### Trust Beyond Words Starting at 14th level, you can communicate telepathically with any creature that has formed a Pact with you or has gained temporary hitpoints from one of your features, out to a range of 120 feet. ### Faith At 18th level, the faith your companions place in you strengthens you. While one of your allies remains conscious, you can remain conscious, even if you are reduced to 0 hitpoints. You must still make death saving throws at the start of each of your turns. While you remain conscious using this feature, you have advantage on death saving throws, and all creatures within 30 feet of you of your choice regain hitpoints equal to your charisma modifier at the start of each of their turns. ## Path of Dominion Those on the Path of Dominion don't care about their followers beyond their immediate usefulness, and if one dies they view it as a loss of resources rather than friendship. Players on the Path of Dominion often become Fiend or Hexblade Patrons, and freely Pact with anyone they view as valuable and controllable. ### Harsh Control At 3rd level, when you form a Pact with a creature, it must succeed on a charisma saving throw against your spell save DC or be charmed by you for the duration of the Pact, although they really fear you too much to disobey or not heed your commands. ### Extra Proficiencies At 3rd level, as a follower of the Path of Dominion, you know better than to rely on others. You gain proficiency in martial weapons, medium armor, and shields. In addition, you can use your Charisma modifier for attack and damage rolls of weapons you are proficient with. \pagebreakNum ### Extra Attack Starting at 6th level, you can attack twice, instead of once, when you take the attack action on your turn. In addition, you can forgo one of your attacks to allow an ally within 10 feet of you to make a melee attack using their reaction. ### Forced Obedience At level 10, you learn the *Controller* Pact, which doesn't count against the number of Pacts you know. In addition, two uses of this Pact count as one use when determining your number of active Pacts. ### Lord of the Game At 14th level, you have begun to see your allies as simply pawns in a game, and move them as such. As a reaction to taking damage from an attack while within 5 feet of an allied or Pacted creature, you can cause you and the ally or Pacted creature to switch places, causing the swapped creature to take the damage instead of you. You can use this feature a number of times equal to your Charisma modifier, and regain any expended uses of this ability at the end of a long rest. ### Uncaring Manipulation At 18th level, all creatures are merely tools to use as you see fit. As an action, you can force up to three creatures you can see to make a Wisdom saving throw against your Pact save DC, forcing them to make a melee attack against a creature of your choice that is within reach on a failed save. You can use this feature a number of times equal to your Charisma modifier, and regain any expended uses of this feature at the end of a long rest. ## Path of the Eternal Those on the Path of the Eternal are those that see themselves as a being who is destined for greatness, and who refuse to be held back by the shackles of mortality. Most Pact with creatures for a variety of reasons, but all of them view themselves as the one that will live the longest. Followers of the Path of the Eternal are usually Fathomless or Great Old One Patrons. ### Eternity's Grasp At 3rd level, when you select this Path, you can grasp others within the coils of Eternity. You learn the *Eternal Grasp* Pact. This Pact doesn't count against the number of Pacts you know. In addition, two uses of this Pact count as one use when determining your number of active Pacts. ### Eternity's Knowledge Also at 3rd level, your knowledge of life and time has allowed you knowledge you otherwise would not have attained. You gain proficiency in two skills of your choice, choosing between Arcana, History, Nature, Religion, and Survival. \columnbreak ### Warping At 6th level, you have begun to learn how to warp time around you. As a reaction to a creature making an attack against you or a creature you have Pacted with, you can grant a +2 bonus to the AC of the target, which lasts until the end of the attacker's turn. You can use this feature a number of times equal to your charisma modifier, regaining any expended uses of thsi ability at the end of a long rest. ### Eternal Vigil Starting at 10th level, you know time more intricately than almost any being. You gain a bonus to initiative rolls equal to your charisma modifier, and cannot be surprised as long as you are conscious. This benefit extends to a number of creatures you have Pacted with equal to your charisma modifier. ### Lengthened Life At 14th level, you have finally begun to become eternal. You age only 1 year for every 10 years that pass, you can't be aged magically, and you suffer none of the drawbacks of old age. At 18th level, you no longer age. ### Time Shift As a reaction when a creature is hit by an attack, you can cause the attack to miss. You can use this feature 3 times, regaining any expended uses of this feature at the end of a long rest. ## Path of the Horde The path of the Horde focuses on attracting followers, humanoid or not. Those on this Path usually Fey or Fathomless Patrons. ### Pack Tactics When you choose this Path at 3rd level, you and all creatures you have Pacted with gain advantage on attack rolls when making an attack against a creature while another Pacted creature or yourself is within 5 feet of the creature. ### Bestial Followers Starting at 6th level, you become able to attract animals to follow you. You can approach a Beast with a CR of 1 or less. If you succeed on an animal handling check to befriend the creature (DC 25), you can cause it to enter into a special Pact with you. This Pact allows it to understand you, and communicate with you telepathically. In addition, its maximum hitpoints increase an amount equal to your half of your Contractor level. In combat it only takes the Dodge action, but you can use a bonus action to command it to take a different action. You can command in this way while commanding other creatures that require a bonus action to command. \pagebreakNum You can only have 2 creatures Pacted to you in this way, and you can only make the Animal Handling check used in this feature once, regaining the ability to make the ability check at the end of a long rest. ### Additional Tactics Starting at 10th level, you can use your action to grant you and all creatures you have Pacted with that you can see a +1 bonus to AC, attack rolls, and damage rolls. This bonus ends after 1 minute. You can use this feature once, regaining the use of this feature at the end of a long rest. In addition, melee attacks made by your Bestial Followers and transformed Advisors are now considered magical for the purpose of overcoming resistance and immunity. ### Magical Attendants Starting at 14th level, your Pacted Followers gain additional benefits. The increase to their maximum hitpoints is now equal to your Contractor level, and they gain a +2 bonus to AC, attack rolls, and damage rolls. This bonus also extends to Advisors transformed using your Magical Summons feature. ### Additional Advice At 18th level, you have attracted an additional Advisor, which has a different creature type from the other two Advisors you have. When using your Magical Summons, you can choose this Advisor as one of the Advisors transformed, however you can still transform only 2 at maximum. ## Path of the Sanctified Those on the Path of the Sanctified see themselves as having a holy purpose, that of being a benevolent beacon for all the world, and lifting up those to the power they believe they deserve. These Contractors often Pact with anyone that seems worthy or deserving, and often are Celestial and Genie Patrons. ### Holy Words Starting when you choose this Path at 3rd level, you better know the Words of the holy. You become fluent in Celestial. In addition, you can cast *Healing Word* at 1st level a number of times equal to your Charisma Modifier, using your Charisma modifier for the bonus and regaining any expended uses at the end of a long rest. ### Holy Guidance Starting at 6th level, when you use the Help action as a bonus action or action, you can add 1d4 to the first attack roll, ability check, or saving throw the creature you helped makes. You can use this feature a number of times equal to your charisma modifier, regaining any expended uses at the end of a long rest. \columnbreak ### Holy Rebuke At 10th level, you have learned to rebuke the wicked for their foul deeds. When a creature that you can see takes damage, you can use your reaction to deal radiant damage to the attacker equal to your Contractor level. You can use this feature a number of times equal to your charisma modifier, regaining any expended uses at the end of a long rest. ### Radiant Gifts At 14th level, you can magically bolster the abilities of your companions. You learn the *Inspiration* Pact, which doesn't count against the number of Pacts you know. In addition, two uses of this Pact count as one use when determining your number of active Pacts. ### Halo of Power Starting at 18th level, you can magically manifest your holy power. As an action, you can cause a wave of radiance to explode from your body, granting you the following benefits: - When you cast *Healing Word* using your Holy Words feature, it is considered as being cast at 4th level. - You shed bright light out to a range of 30 feet, and dim light for an additional 60 feet. - When you cast *Healing Word* using your Holy Words feature, you can cause another creature you can see to take radiant damage equal to your charisma modifier These benefits last for one minute or until you become incapacitated. You can use this feature once, and regain the use of this feature at the end of a long rest. ## Path of the Unholy The Path of the Unholy is a route to profane and evil Pacts, drawn often from Baator or Gehenna. Those on this path often view their Pacts as means of securing services or entertainment, and view all others as puny existences that should be honored by their presence. These are usually Fiend or Great Old One Patrons. ### Unholy Rites At 3rd level, you can form forbidden Pacts. You learn the *Blood Rite* and *Alteration* Pacts, which don't count against the number of Pacts you know. ### Shrewd Pact Maker At 6th level, your dark knowledge has given you can edge over those you Pact with. Although you still cannot lie, you gain advantage on charisma(deception) checks made to distract a creature from certain elements of the Pact. \pagebreakNum ### Dark Deals At 10th level, your Pacts have become able to twist those they touch. When you Pact with a creature, they gain resistance to a damage type of your choice until the Pact ends, however they are noticeably transformed in a hideous manner, inflicting disadvantage on any charisma checks besides intimidation against any creature that lacks the Fiend creature type. ### Evil Abyss Starting at 14th level, you can show other creatures the darkest corners of their mind. As an action, you can cause each creature of your choice that you can see within 30 feet of you to make a wisdom saving throw. On a failure, they take 3d8 psychic damage and are stunned until the end of their next turn, as you show them glimpses of all their dark desires fulfilled. Creatures that succeed on the saving throw take only half damage and suffer no additional effects. You can use this feature a number of times per long rest equal to your charisma modifier. ### Evil Incarnate At 18th level, you have become a truly Evil being. You have advantage on all intimidation checks against non evil creatures, and gain resistance to fire damage. In addition, you have advantage on persuasion checks against fiends, since they begin to recognize you as one of their own. ## Pacts (For now these will not be alphabetically organized, but will be at a later date) ### Strength As an action, you can form this Pact, and grant one willing creature you can see a bonus to damage rolls equal to your proficiency bonus for one minute. You also take an amount of necrotic damage equal to your proficiency bonus, which ignores resistance, immunity, and absorption at the start of each of your turns. ### Eternal Grasp Prerequisites: level 3, Path of the Eternal As an action, you can form this Pact, and grant one willing creature that you can see a bonus to movement speed equal to your movement speed for one minute. During this time, your movement speed is reduced to 0. \columnbreak ### Alteration Prerequisites: level 3, Path of the Unholy As an action, you can form this Pact, and grant one willing creature that you can see a bonus to attack and damage rolls equal to your proficiency bonus for one minute. However, the creature also becomes hideously transfigured, losing 10 feet of movement speed and suffering disadvantage on charisma checks until the Pact ends. ### Blood Rite Prerequisites: level 3, Path of the Unholy As an action, you can form this Pact with one willing creature that you can see, and grant resistance to a damage type of your choice for one minute. At the start of each of your turns until the Pact ends, you or the creature you Pacted with (your choice) lose a number of hitpoints equal to your charisma modifier at the start of each of their turns. ### Inspiration Prerequisites: Path of the Sanctified, 14th level As an action, you can target one willing creature you can see and form this Pact. For one minute, the creature has advantage on all ability checks. At the start of each of your turns, you or the creature you Pacted with (your choice) loses a number of hitpoints equal to half of your Contractor level. ### Controller Prerequisites: Level 10, Path of Dominion As an action, you can form this Pact, and target one creature you can see, even if they are unwilling. They must succeed on a saving throw against your Pact Save DC or be affected as if you had cast the *Dominate Person* or *Dominate Monster* spell on them (whichever would take effect from creature type), which lasts for one minute. During this Pact, you are paralyzed. ### Fiery Shell Prerequisites: 8th level As an action, you can form this Pact, and target one willing creature that you can see and cause it to erupt into flames for one minute. For the duration, they shed bright light in a 10 foot radius and dim light for another 10 feet, and when they hit a creature with a melee attack or are hit by a melee attack, the target or attacker takes 2d10 fire damage. At the start of each of your turns, you take 1d8 cold damage. ### Minor Strength As an action, you can form this Pact, and grant one willing creature that you can see a +1 bonus to attack rolls for one minute. This Pact has no drawbacks. \pagebreakNum ### Minor Protection As an action, you can form this Pact and grant one willing creature that you can see a number of temporary hitpoints equal to your charisma modifier, which fade after one minute. This Pact has no drawbacks. ### Minor Assistance As an action, you can form this Pact, and grant one willing creature that you can see a +1 bonus to its next 2 ability checks in the next minute. This Pact has no drawbacks. ### Protection Prerequisites: 6th level As an action, you can form this Pact, and grant one willing creature that you can see a number of temporary hitpoints equal to your Contractor level, which fade after 1 minute. When you form this Pact, you take 1d4 necrotic damage. ### Assistance Prerequisites: 10th level As an action, you can form this Pact, and grant one willing creature that you can see a +2 bonus to all ability checks it makes within the next minute. During this time, you take 1d4 necrotic damage at the start of each of your turns. ### Immunity Prerequisites: 6th level As an action, you can form this Pact, and grant one willing creature that you can see immunity to 1 status effect of your choice besides being restrained or being unconscious for 1 hour. During this time, you suffer from this status effect. ### Minor Immunity As an action, you can form this Pact, and grant one willing creature that you can see immunity to the poisoned condition. This Pact has no drawbacks ### Relief Prerequisites: 10th level As an action, you can form this Pact, and target one willing creature that you can see and remove all status effects and curses affecting the creature. If a specific spell would be required, you are considered as having cast it at a level equal to half your Contractor level -1(rounded down). When you form this Pact, you take 2d12 necrotic damage and become poisoned, with the poisoned effect ending after 1 hour has passed. This Pact is instantaneous, and ends immediately. \columnbreak ### Minor Relief As an action, you can form this Pact, and target one willing creature that you can see and end one status effect on them. This Pact has no drawbacks. ### Speed Prerequisites: 10th level As an action, you can form this Pact, and grant one willing creature that you can see an increase in its movement speed by 90 feet for one minute. In addition, its movement does not provoke opportunity attacks, and it can ignore magical and nonmagical difficult terrain. During the duration of this Pact, you take 1d8 force damage at the start of each of your turns. ### Minor Speed As an action, you can form this Pact, and grant one willing creature that you can see an increase in its movement speed by 10 feet. This Pact has no drawbacks. ### Icy Shell Prerequisites: 8th level As an action, you can form this Pact, and target one willing creature that you can see, causing it to be thinly coated in ice for one minute. When it hits with a melee attack or is hit by a melee attack, the victim or attacker takes 2d10 cold damage. In addition, the ground around them to a range of 10 feet is difficult terrain for creatures of their choice. ### Stormy Shell Prerequisites: 8th level As an action, you can form this Pact, and target one willing creature that you can see, causing stormy winds to erupt around them for one minute. Each creature of their choice that comes within 15 feet of them must succeed on a dexterity saving throw against your Pact save DC or take 1d10 lightning damage and 1d10 thunder damage, taking half as much damage on a successful save. In addition, the targeted creature is under the effects of half cover in all directions, and a strong wind blows out from them to a range of 15 feet. ### Invisibility Prerequisites: 14th level As an action, you can form this Pact, and grant one willing creature that you can see invisibility which lasts for one minute or until they are rendered unconscious. During this time, you take 1d6 radiant damage at the start of each of your turns. \pagebreakNum ### Minor Invisibility Prerequisites: 6th level As an action, you can form this Pact, and grant one willing creature that you can see invsibility, which lasts for one minute or until they attack, cast a spell, force a creature to make a saving throw, or fall unconscious. This Pact has no drawbacks. ### Momentum As an action, you can form this Pact, and grant one willing creature that you can see a bonus to damage and attack rolls equal to half of your proficiency bonus, rounded down, for one minute. During this time, you suffer 1d8 force damage at the start of each turn. ### Secrets Prerequisites: 6th level As an action, you can form this Pact, and grant one willing creature that you can see a bonus to intelligence, wisdom, and charisma saving throws equal to your charisma modifier. However, they are unable to speak on a topic of your choice, determined after the Pact is formed, and any attempts to do so are met with failure as they are magically stopped from talking.