The School of Kompromancy is a controversial and misunderstood branch of magic, allowing its masters to tap into the primal magical tools of manipulating the choices of others through the magical acquisition of their closest-held secrets. Members of this school often find their way climbing the ranks through monarchies and governments yet making few friends along the way, collecting and dispersing vital information with strategic precision and cold pragmatism.
Book of Kompromy
Beginning when you select this school at 2nd level you dedicate a portion of your spellbook to maintain the names of others and their secrets. This allows you to tap into a primal source of magic called Kompromy. You can keep a list of secrets equal to your Intelligence modifier multiplied by your proficiency bonus. You can cross out names in order to make room for new names.
Additionally, the spells Bane, Command, and Heroism are added to your spell book. You always have them prepared and they do not count against the number of spells you can prepare. When you cast these spells on a creature listed in your book of Kompromy, creatures make any necessary saving throws with disadvantage.
Creatures named in your book of Kompromy cannot make attacks of opportunity against you.
Initial Extraction
Starting at 2nd level, you begin to tap into the ancient art of emboldening your magic through blackmail and secrecy. As a bonus action, you target one creature within 60 feet of you to make a Wisdom saving throw against your spell save DC. On a successful save you're able to discern that your magic did not take hold. On a failed save, the target is charmed until the end of your next turn. You are able to peer into the target's mind and discover a shameful or dangerous secret. The secret is one of the DM's choosing but is private enough that they are motivated to keep it secret. When the secret is extracted, you may add the target's name and secret to your book of Kompromy.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain all expended uses after you finish a long rest.
Willing subjects
You increase your understanding on the magic of secrets and the depths of pain and influence they bare. Beginning at 6th level, when casting a spell that requires a saving throw against a creature named in your book of Kompromy, the creature must roll 1d4 and subtract the roll from their saving throw total.
Additionally, when casting a spell to heal a creature listed in your book of Kompromy, the creature regains an additional 1d4 times your Intelligence modifier in hit points.
At 10th level, the rolls required of Willing Subject increase to 1d6 and again to 1d8 at 14th level.
Armor of secrets
Beginning at 10th level, you are protected by your secrets. You gain an additional 1 AC for each creature listed in your book of Kompromy within 10 feet of you.
Burn Kompromy
Beginning at 14th level, you can speak the secret of a creature listed in your book of Kompromy as a bonus action. The creature's name and secret is magically and permanently removed from the book. If the creature is within 120 ft, the creature must make an Intelligence saving throw or suffer 8d8 psychic damage. Additionally, for one hour the creature loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the effect ends.
If the creature succeeds on their saving through it takes half damage and is frightened of you.
If the creature is deafened, unconscious, or incapacitated it does not make its Intelligence saving throw until all above conditions are gone.