Base Class: Cleric
A God of Contracts oversees the processes of Law and Mutual Agreements. To these deities, there is nothing more sacred than an agreement between two individuals. Cheating ones contract is an affront to what they stand for. Deities which hold Contracts in such regard include Styx, Tyr, Ame-no-Koyane, the Devil Lords of the Nine Hells, Sancus, and Waukeen. These deities often interact very little with their followers, preferring to watch from afar and ensure that nothing goes amiss. Followers of these deities will often end up in positions of high importance within businesses, their knowledge over contracts considered a boon in these fields. The magic granted by their connection to the divine allows them to temporarily instate divine orders onto themselves or others, however utilizing this magic to force a contract is strictly forbidden within most churches.
Contract Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | ceremony, command |
| 3rd | augury, gift of gab |
| 5th | bestow curse, remove curse |
| 7th | private sanctum, summon construct |
| 9th | planar binding, summon celestial |
Gift for Law
When you take this class at 1st level, you gain proficiency in the history skill and calligrapher's tools.
Additionally, you gain the ability to speed read, when reading something within arm's reach, you may speed read the material within a few moments, when reading in this way you pick at most 5 keywords to narrow down what you read. You're DM may decide to exclude certain information not related to the keywords you choose that would otherwise be revealed through reading.
Channel Divinity: Enforcing Contract
Starting at 2nd level, you can use your Channel Divinity to temporarily enforce contracts that you have not had a hand in making. As an action, you present your holy symbol towards a creature within 30ft of you, stating a law or contract that they have broken along with your evidence within 2 sentences. If a creature has committed the stated crime, then they must succeed on a Charisma Saving Throw as your god enacts divine punishment upon them. Golden Chains fly forth from every direction, restraining the target in place for 5 rounds, additionally they take radiant damage equal to your half your proficiency bonus rounded down. If they have not committed the crime, then nothing happens. Your god oversees this trial, and thus already knows the truth, however this will not be told to you. Regardless of the result of this action, the targeted creature can no longer be effected by the same broken law and evidence.
In order for this ability to function, the target must have broken a law present within their society.
Binding Vow
At 2nd level, you gain the ability to Bind to a willing creature over the course of a 12 hour ritual. At the end of the ritual you gain a Boon as well as a Bane dependent on what kind of Creature you underwent the Ritual with. This ritual can only be conducted once per long rest, and is permanent until you hit 0 hit points or attempt to bind to a creature. You may only be bonded to a single creature at a given moment.
Aberration
Boon: When a creature is hit by or fails a saving throw against one of your cleric cantrips, you may force them to attempt a Wisdom saving throw against your Cleric Spell Save DC, on a failure the creature becomes unnaturally easy to hit. The next attack against the creature deals 1d8 additional psychic damage until the start of your next turn.
Bane: Regardless of whether the target fails or passes, you take 1d8 psychic damage.
Celestial
Boon: When you cast a cleric spell dealing radiant spell against a Fiend, Undead, or Evil aligned creature, you may increase the damage dice by one.
Bane: You automatically fail any attempt to hide from any Fiend, Undead, or Evil aligned creatures, and creatures of that type can not have disadvantage against you.
Dragon
Boon: You gain an Unarmored AC equal to 12 + your wisdom modifier
Bane: You have disadvantage on all saving throws against dragons.
Elemental
Boon: Your cleric spells bypass a creatures resistance to fire, lighting, force, or thunder damage
Bane: You can only speak Primordial, and your Native Plane changes to whichever of the Elemental Planes the Elemental you conducted the ritual with was from
Fey
Boon: You have advantage on Nature and Survival checks. Other creatures cannot charm you.
Bane: Every time you expend a spell slot to cast a spell, the effects of Nathair’s Mischief are casted centered around you.
Fiend
Boon: You gain resistance to Cold and Fire damage
Bane: You have disadvantage on saves against the poisoned condition, if you are immune to the poisoned condition you lose this immunity
Uncontracted
You are not bonded to a creature, and have no Bane or Boon to pull upon.
Undead
Boon: When you a creature is hit by, or fails a saving throw against, one of your Cleric Cantrips, you regain 1d8 hit points
Bane: The undead safekeeps your soul, you lack a soul for the purposes of Soul Cage or Resurrection
TBD
TBD
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
TBD
TBD
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