Base Class: Cleric
((This was made to be a subclass given by one of the gods in my homebrew world. But can easily be altered to fit any setting))
A contract is a binding agreement made between two or more parties. A contract made in the name of Zoie Graham, Goddess of Contracts, is absolute. Cleric's of Zoie Graham are those who specialize in the art of making contracts and are almost always present if a contract of Zoie Graham is being made, more for tradition than any real need to have them there. If a contract is made in the name of Zoie Graham, regardless if one of her clerics is present or not, it will be treated as ironclad by the Goddess herself. And breaching that contract is considered unforgivable, regardless of reason or circumstances.
Most cleric's under this domain typically are Lawful Neutral, but some can be Lawful Good and other's Lawful Evil. Zoie Graham is a lawful neutral god who oversees the domain of contracts. Her symbol is a golden cat's head overlapping a piece of parchment with a wax seal with the likeness of a cat. Zoie Graham is one of the more single-minded gods as she cares nothing for words such as good or evil. She exists for one purpose, to govern the domain of contracts. Anything outside of that is not her concern. She typically allows her followers to do as they please, as long as they never break or go back on a contract once they have signed it.
Most of Zoie Graham's celestial's take the form of huge fierce feline beasts when they ascend to her domain. Cat's are considered to be sacred among her worshipers because of this. Though any humanoid feline race is not counted the same way, treating them as mundane.
The clerics of Zoie Graham are said to undergo strict disciplinary training, made to spends months studying and researching many law's throughout the world during their apprenticeship. Before an aspiring young acolyte can receive their god's divine power, they are first required to sign a contract in her name using their own blood as ink. The exact particulars of the contract can vary from region to region, but they all follow the mentality that all contracts should be upheld by those who have agreed to and signed them.
Bonus Proficiencies.
When you choose this domain at 1st level, you gain proficiency in the Insight skill as well as heavy armor and martial weapons, and you are well versed in the laws that govern your homelands. When in foreign lands with laws you are unfamiliar with, you can generally find information regarding those laws more easily and swiftly than others.
When questioning the locals about the law of the land you can make an Insight check with advantage.
Channel Divinity: Turn the People
Starting at 2nd level, you can use your Channel Divinity to instill panic into the hearts of other humanoid creatures.
As an action, you present your holy symbol, any number of humanoid creatures of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Turn the People feature, any affected creatures are Paralyzed until the start of your next turn if its challenge rating is at or below a certain threshold, as shown on the Turn the People table.
Turn the People
| Cleric Level | Paralyze Creatures of CR … |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Contracting Higher Powers
Starting at 6th level, you forge a contract with a deity, archfey, or fiend. The stipulations of the contract are decided by the DM, but it is recommended both player and DM reach a mutual agreement on what those stipulations are and how they affect the character and game going forward. You may only make one contract with this feature.
As long as you abide by the contract's stipulations, you may call forth aid when the need arises. The deity, archfey, or fiend will send a creature of the DM's choosing that has a CR of 4 or lower to assist you for up to 1 minute, appearing in an unoccupied space within 30 feet of you. A deity may send down a Couatl, an archfey might send a Green Hag, and a fiend could send a Nightmere. The creature that appears will always be aligned with the chosen deity, archey, or fiend, and will fight on your behalf if required. But they are under no obligation to obey any orders from you. When they appear, they will act as their nature demand, but will not do anything that goes against the agreed-upon boundaries of the contract.
If at any point you do anything that goes against the boundaries of the contract then the contract becomes void and you will be stripped of all your cleric magic and abilities on the spot. The DM can decide if Zoie Graham is willing to allow your character to redeem themself by going on a quest of redemption, possibly to slay a powerful foe with only half your clerical abilities as a test of faith, or it could be a quest to find a lost magical item that is connected with her. If your abilities have been restored, you may create a new contract with another higher power.
Once you have used this feature, you can not use it again until you finish a long rest.
Contract Elements
Starting at 8th level, you can now make a contract with a powerful elemental from any of the elemental planes, or perhaps a powerful dragon. When you do so, you gain Resistance to the element they represent (acid, cold, fire, lightning, or thunder). You can also use your Contracting Higher Powers feature to summon an elemental representing the chosen creature you have made a contract with. The creature appears in an unoccupied space within 30 feet of your and is friendly to you and your allies as long as they do not attack it. The same rules and restrictions from the Contracting Higher Powers feature apply here as well.
Furthermore, the CR of the elemental and the creatures that can be summoned with the Contracting Higher Powers feature can now be a Maximum of CR 6 or lower. The DM still chooses what creatures will be summoned.
Acid
you gain resistance to Acid damage.
Cold
You gain resistance to you gain resistance to cold damage.
Fire
You gain resistance to you gain resistance to Fire damage.
Lightning
You gain resistance to you gain resistance to Lightning damage.
Thunder
You gain resistance to you gain resistance to Thunder damage.
Master Contractor
At 17th level, the CR for the creatures you can summon with the Contracting Higher Powers feature and Contract of Elements feature can now have a maximum CR of 8 or lower.
You can also use your Channel Divinity to gain immunity to the elemental damage granted to you from the Contract of Elements feature for up to 1 minute.
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