Rogue
Base Class: Rogue

Contractualists weaponize law and obligation. Their magic is not flashy — it’s binding. Every clause is a trap, every agreement a blade. They specialize in battlefield pacts, coercive clauses, and punishing breaches with psychic force and spell replication.

They specialize in the art of binding agreements, magical pacts, and the power of law, whether it is written, spoken, or coerced. Through a unique blend of cunning legal knowledge and arcane binding techniques, these rogues can force others to adhere to their word, manipulate the outcomes of contracts, and twist promises to their advantage. Their magic is not flashy or direct like that of a wizard or warlock, but rather subtle and insidious, affecting those who underestimate the power of a well-worded promise or the consequences of a broken oath.

 

Binding Clause

You can draft magical contracts that enforce behavior and punish violations. You gain proficiency in Calligrapher's Supplies and the Forgery Kit.

As a bonus action, you target a creature within 30 feet and declare a clause aloud, which becomes a contract. Each contract must include:

    • Trigger: A clear condition (e.g., “Do not attack me”).
    • Outcome: A consequence (e.g., “or suffer agony”).
    • Duration: Defaults to a minute.
  • If the target does not accept the terms, you can force them to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure, the contract is magically enforced as if they had accepted the terms. This DC will be used if any of your contract's effects require a saving throw. 
  • If the target violates the clause, they suffer:
    • Soul Strain: The target takes an amount of psychic damage equal to your Rogue level. This damage bypasses resistance and immunity. 
    • Combat Penalty: Choose one:
      • Disadvantage on next attack roll
      • Movement speed halved until end of next turn
      • -2 to AC until end of next turn

When a creature that has entered into a contract with you breaches that contract, you magically gain awareness of its location until the end of your turn, as long as you are both on the same plane of existence.

During a short or long rest, you may, in full, write out any number of contracts. A creature may then, as an action while within 30 feet of you, read one of them aloud and have its effect trigger, as if you had used this feature. This does not require a use of this feature. 

You may use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.

Spell Effect Clause

When drafting a Binding Clause, you may declare a Spell Effect Clause as the breach penalty.

  • If the contract is breached, the target is affected by a spell whose level is equal to or lower than your Rogue level divided by 4 (rounded up):
    • Level 3–6: up to 2nd-level spells
    • Level 7–10: up to 3rd-level spells
    • Level 11–14: up to 4th-level spells
    • Level 15+: up to 5th-level spells
  • You do not expend a spell slot or components.
  • The spell is cast at base level and, if applicable, targets only the breaching creature.
  • If the spell has an area of effect, it is centered on the breaching creature.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hidden Clause

You can embed a secondary effect into any Binding Clause. When the contract is breached, the Hidden Clause activates:

  • Choose one:
    • You gain advantage on attacks against the target until the end of your next turn.
    • The target cannot take reactions until the start of their next turn.
    • The target is frightened of you until the end of their next turn (if they fail a Wisdom save).

Hidden Clauses do not require additional uses of Binding Clause and stack with other clause effects.

Set in Stone

 

You may inscribe a contract on a stone tablet as part of a long rest. This requires 50 gp worth of squid ink that has been infused with souls on their way to the afterlife, as well as a stone tablet. This contract becomes persistent. Altering a contract that has been set in stone requires an expenditure of 150 gp worth of soul-infused ink, for both parties to reaffirm the contract, and for you to expend a use of your Binding Clause feature. A contract that has been set in stone has the following effects. 

  • Persistent Clause: The contract’s duration extends to become indefinite.
  • Inscription Benefits: While the contract is inscribed, you gain the following benefits:
    • You have advantage on Wisdom (Insight) checks against creatures who are targeted by the contract.
    • You can add your Intelligence modifier (minimum +1) to any saving throws you make against effects caused by the contract's target.
    • While the contract is active, you regain one expended use of Binding Clause when you finish a short rest.
    • You gain a +2 bonus to your AC and saving throws while within 30 feet of the inscribed contract.
    • Allies within 30 feet of the contract gain a +1 bonus to attack rolls and saving throws.
    • You can use your reaction to impose disadvantage on an attack roll against you or an ally within 30 feet once per short rest.
    • The contract can be used as a spellcasting focus.

You may maintain one persistent contract at a time. Creating a new one dismisses the previous one, which crumbles into dust.

Contract of Dominion

You master battlefield domination through binding law, wielding power over mind and soul beyond mere physical bonds.

  • When a creature breaches a Binding Clause, you may impose a Dominion Penalty as a reaction. Choose one or more of the following effects to impose on the target:
    • The target is Stunned until the end of their next turn, overwhelmed by psychic force.
    • The target takes 8d10 psychic damage, bypassing resistance and immunity.
    • The target suffers disadvantage on saving throws to resist your Binding Clauses for one minute.
    • The target’s movement is reduced to 0 until the end of your next turn, as their soul is momentarily shackled.
    • The target cannot take reactions until the start of their next turn, trapped in mental paralysis.
    • The target is Frightened of you for 1 minute. The target makes a Wisdom saving throw at the end of their turn.
    • The target is compelled to speak only the truth or remain silent for 1 minute.
    • A glowing arcane sigil appears above the target’s head, visible to you and your allies, granting advantage on attack rolls and saving throws against the target.
    • You can attempt to erase a fragment of the target’s memories or compel a deep truth, forcing a Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure, the target loses a memory of your choice (as if by Modify Memory) or is compelled to reveal a secret.
    • You may bind the target’s soul temporarily, preventing teleportation, planar travel, or magical escape for 1 hour.

You may use this feature once per day. You regain this feature after a long rest, or if a contract’s duration ends without a single breach on that contract.

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