Base Class: Warlock
Overview
The Eightfold Ledger is not merely a mercantile organization. It is an interplanar syndicate, occult arbitration court, intelligence network, and predatory financial power whose influence extends across the Hall of Worlds. Its agents purchase secrets, negotiate souls, finance wars, insure dynasties, and record obligations that can survive death, planar travel, and the fall of nations.
Warlocks who enter the Pact of the Eightfold Ledger receive a Coin of Power bearing the mark of one of the syndicate’s great houses. The coin serves as credential, arcane focus, contract seal, and proof that the Warlock’s soul—or some equally valuable collateral—has been entered into the Ledger’s accounts.
Some Ledger Warlocks are willing agents. They serve as negotiators, collectors, arbitrators, bounty hunters, contract killers, and investigators. Others inherited a family debt, signed a desperate bargain, or were offered as collateral by someone else. A Warlock may wield the Ledger’s authority while simultaneously seeking a way to escape it.
The pact’s magic is neither divine judgment nor conventional enchantment. It is transactional metaphysics. A Ledger Warlock creates obligations, records consent, identifies breach, assigns liability, and invokes penalties. The magic does not require a creature to believe the contract is fair. It requires only that the terms be recognized, spoken, signed, or supernaturally imposed.
The Eightfold Ledger insists that all debts can be measured. Its Warlocks eventually learn that this is both a source of tremendous power and a profound lie.
Origins in Aetheris
The Pact of the Eightfold Ledger originates with the interplanar organization known formally as the Eightfold Ledger and informally as the Table.
The Ledger is divided among eight principal houses, each controlling a different form of obligation, exchange, or influence. House Durnhallow and House Malrik are among its best-known branches, though the full identities and responsibilities of all eight houses are deliberately obscured.
Ledger contracts appear throughout Aetheris wherever desperation, ambition, or institutional corruption creates an opening.
Common centers of activity include:
- The Dominion of Xathrin, where contracts involving souls, slaves, military service, and sacrificial obligation are openly traded.
- The Obsidian Hegemony, where Ledger factors finance campaigns, procure forbidden materials, and acquire the debts of captured populations.
- The Republic of Aurimundus, where some agents operate through respectable banks, merchant houses, dueling contracts, and political patronage.
- The Skyborne Dominion, where ambitious arcanists seek extraplanar financing for dangerous research.
- The Freeholds of Rhonadral, where the Ledger hides predatory bargains within otherwise legitimate trade.
- The Concord of Veltrion, where investigators attempt to expose its involvement in soul trafficking and political corruption.
- The March of Draeven, where Ledger pacts are heavily regulated and unauthorized Coinbearers are treated as foreign agents.
- The Helbrann League, where cantonal law recognizes some contracts but rejects extraplanar claims on citizens.
- The Dominion of Kaltheros and Volarion Republic, where guild debts and industrial financing provide fertile ground for hidden influence.
The pact can originate through many forms of agreement:
- A signed blood contract.
- Acceptance of a Coin of Power.
- A spoken promise before a Ledger witness.
- Inheritance of unpaid ancestral debt.
- Purchase of another creature’s obligation.
- Survival purchased at the cost of future service.
- A wager made against an unknown extraplanar opponent.
- A contract signed under duress and later ratified through action.
The Coin of Power always returns to the Warlock unless formally transferred through Ledger procedure. Destroying it does not end the pact. It merely records the destruction as additional debt.
Philosophy and Doctrine
Ledger Warlocks are taught that civilization rests upon obligation. Trust, law, commerce, loyalty, fealty, marriage, military service, and even friendship depend upon promises.
The Ledger claims merely to reveal and enforce what already exists.
Its doctrine is summarized through several principles.
Every Gift Creates a Debt
Nothing is truly free. Charity produces gratitude. Rescue produces loyalty. Knowledge creates responsibility. Even kindness changes the balance between people.
Consent Is Valuable, Not Necessary
The Ledger prefers signed agreements because consent strengthens enforcement. However, it also recognizes inherited debt, imposed obligation, conquest claims, and penalties arising from prior action.
More ethical Warlocks fiercely contest this principle.
A Promise Has Weight
Spoken words alter possibility. A vow narrows the future. Ledger magic seizes that narrowing and turns it into supernatural force.
Breach Requires Penalty
A contract without consequence is merely a request. The penalty need not be death, but it must matter.
Debt May Be Transferred
The Ledger permits debts to be sold, inherited, refinanced, divided, consolidated, or assigned to a guarantor. This principle is responsible for some of its worst abuses.
The Ledger Must Balance
Every transaction must be recorded. Hidden costs are still costs, and the Ledger eventually seeks payment.
The subclass’s central moral tension concerns the difference between justice and enforceability. A contract can be valid while remaining cruel. A promise can be sincere yet impossible to keep. A debt can be real without being morally legitimate.
A Ledger Warlock must decide whether they are an enforcer of order, a sophisticated extortionist, or both.
Visual Identity
Ledger Warlocks cultivate a deliberate appearance of authority.
Their clothing commonly includes:
- Tailored coats with reinforced collars and cuffs.
- Dark robes embroidered with geometric contractual script.
- Coin chains, seal rings, and metallic tokens.
- Black, burgundy, dark green, deep blue, ivory, or tarnished gold.
- Gloves used when handling signed contracts.
- Half-capes bearing the sigil of a Ledger house.
- Hidden armor beneath formal clothing.
- Masks resembling expressionless arbiters or coin faces.
Their Coin of Power usually bears:
- Eight divided segments.
- A central eye, scale, key, or closed hand.
- The mark of their sponsoring house.
- An inscription visible only during contract enforcement.
- A shifting edge marked with names or amounts owed.
Their magic manifests through:
- Burning script appearing in the air.
- Chains formed from words.
- Coins spinning around a target.
- Ink spreading across skin like veins.
- Contract pages unfolding from shadow.
- Metallic voices repeating spoken terms.
- Spectral scales weighing names, memories, or blood.
- Red or gold seals appearing over the heart.
- Lines of script tightening around a creature’s limbs.
- A distant quill scratching across an unseen page.
Unlike ordinary charm magic, Ledger magic feels bureaucratic, oppressive, and exact. A bound creature often hears the clause spoken again whenever the penalty activates.
Role in Aetheris
Battlefield Role
The Pact of the Eightfold Ledger functions as a controller, debuffer, and single-target punisher. It marks enemies, creates specific prohibitions, punishes violations, and weakens creatures that resist the Warlock’s magic.
Social Role
Ledger Warlocks often serve as negotiators, debt collectors, contract brokers, legal advisers, interrogators, blackmailers, investigators, or arbiters. Their supernatural authority can make them useful even to organizations that despise the Ledger.
Political Role
Governments regard Coinbearers as dangerous foreign agents. A single Warlock may represent contractual claims held against a noble house, military unit, guild, or entire community.
Economic Role
They enforce loans, acquire collateral, audit magical obligations, authenticate agreements, and expose fraud. Less scrupulous Warlocks manufacture breaches in order to trigger penalties.
Adventuring Role
Within an adventuring company, the Ledger Warlock excels at isolating dangerous enemies, forcing tactical choices, detecting deception, negotiating under pressure, and exploiting creatures that resist spells.
Subclass Integration
Major Polities
Dominion of Xathrin
The Eightfold Ledger operates extensively within Xathrin. Its agents finance slavers, soul merchants, mercenary companies, sacrificial institutions, and political factions.
Ledger Warlocks may enjoy legal protection if their contracts serve the Dominion’s interests.
Obsidian Hegemony
The Hegemony uses Ledger intermediaries when direct involvement would be politically inconvenient. Contracts involving weapons, prisoners, occult research, and captured souls are common.
Neither faction trusts the other.
Concord of Veltrion
The Concord treats the Eightfold Ledger as an organized criminal and extraplanar threat. Known Coinbearers may be monitored, detained, or offered immunity in exchange for intelligence.
March of Draeven
Draeven law recognizes written contracts but rejects the Ledger’s claim to supersede national sovereignty. Unauthorized supernatural enforcement is prosecuted aggressively.
Freeholds of Rhonadral
The Freeholds contain both legitimate Ledger offices and independent communities that refuse all Coinbearer authority. Disputes can become violent quickly.
Republic of Aurimundus
The Ledger thrives within Aurimundian political intrigue, mercantile competition, private dueling, and elite patronage. Many respectable institutions unknowingly depend upon its financing.
Helbrann League
Cantonal authorities require all extraplanar contracts to be registered. The League has voided several attempts to collect inherited soul debt, earning lasting Ledger hostility.
Skyborne Dominion
The Dominion’s arcanists are valuable clients. The Ledger often funds dangerous experiments in return for discoveries, future service, or ownership of resulting artifacts.
Organizations and Guilds
Possible connections include:
- Merchant houses.
- Banks and lenders.
- Intelligence services.
- Criminal syndicates.
- Mercenary companies.
- Slave-liberation networks.
- Legal guilds.
- Arcane universities.
- Noble courts.
- Privateer companies.
- Assassins’ guilds.
- Soul traffickers.
- The Meridian Consortium.
- The Sanguine Compact.
- Other branches of the Eightfold Ledger.
Religious and Philosophical Movements
Faiths emphasizing justice, mercy, freedom, or redemption often oppose the Ledger’s claim that obligation is absolute.
Lawful religious institutions may nevertheless cooperate with Ledger Warlocks when pursuing oathbreakers, fugitives, or supernatural fraud.
Rival Factions and Enemies
Frequent enemies include:
- Debtors who escaped collection.
- Rival Ledger houses.
- The Meridian Consortium.
- The Sanguine Compact.
- Abolitionists and soul-liberation movements.
- Governments resisting extraplanar influence.
- Devils competing over contract authority.
- Fey powers that exploit ambiguous promises.
- Celestials who reject transactional morality.
- Creatures immune to conventional law.
- Agents of the Old Ones, whose minds resist coherent obligation.
Optional Eldritch Invocations
These invocations are available to Warlocks who have chosen the Pact of the Eightfold Ledger.
Coin of Truth
Prerequisite: Pact of the Eightfold Ledger, 5th level
You can cast Zone of Truth without expending a spell slot.
Once you cast it in this way, you cannot do so again until you finish a short or long rest.
While holding your Coin of Power within the spell’s area, you know whether a creature that failed its saving throw knowingly speaks a direct lie.
You do not learn the truth.
Ledger’s Ledger
Prerequisite: Pact of the Eightfold Ledger
You can summon a supernatural record book as an action.
The ledger records:
- Contracts ratified through Seal the Instrument.
- Verbal oaths willingly spoken within 30 feet of you.
- Creatures bearing your Clausebinder’s Brand.
- Whether an active recorded agreement has been fulfilled or breached.
- Payments made directly in satisfaction of a recorded debt.
Only you can read its complete contents.
The book cannot be permanently destroyed while you live. If destroyed, it reforms when you finish a long rest.
The ledger is evidence, not omniscience. It records words and recognized breaches but does not determine moral legitimacy.
Fine Print
Prerequisite: Pact of the Eightfold Ledger, 5th level
When a creature succeeds on its initial saving throw against Clausebinder’s Brand, you can impose a Lesser Clause until the end of your next turn.
Choose one:
- Its speed is reduced by 10 feet.
- It cannot take reactions.
- It has disadvantage on the next attack roll it makes against you.
- It subtracts your Clause Die from the next ability check it makes.
Once you use Fine Print, you cannot use it again until you finish a short or long rest.
Compound Interest
Prerequisite: Pact of the Eightfold Ledger, 7th level
When a creature takes damage from Clausebinder’s Brand on consecutive turns, the second and later violations deal additional psychic damage equal to your Charisma modifier.
The accumulated bonus ends if the creature completes a turn without violating the clause.
Cross-Planar Collections
Prerequisite: Pact of the Eightfold Ledger, 9th level
You can cast Sending once without expending a spell slot, provided the recipient:
- Bears your Clausebinder’s Brand.
- Has ratified one of your active contracts.
- Owes you an acknowledged debt.
- Is a known agent of the Eightfold Ledger.
You regain the ability to do so when you finish a short or long rest.
The message is accompanied by the sound of a turning coin.
Foreclosed Shadow
Prerequisite: Pact of the Eightfold Ledger, 7th level
When a creature under your Clausebinder’s Brand becomes invisible, teleports, or magically changes shape, you can use your reaction to force it to make a Charisma saving throw.
On a failed save, the transformation or invisibility is suppressed until the beginning of its next turn, or the teleport distance is reduced to 0.
On a successful save, you know its destination or new form.
Once you use this invocation, you cannot use it again until you finish a short or long rest.
Auditor of Souls
Prerequisite: Pact of the Eightfold Ledger, 9th level
As an action, you can inspect one creature you can see within 30 feet.
You learn whether it:
- Is under a magical contract.
- Has sold, transferred, divided, or pledged its soul.
- Is possessed.
- Is magically compelled to obey another creature.
- Has knowingly used a false identity within the last 24 hours.
The feature reveals the existence of such a condition but not its complete terms or source.
A creature protected by effects that prevent divination can make a Charisma saving throw against your Warlock spell save DC to conceal the information.
You can use Auditor of Souls a number of times equal to your proficiency bonus per long rest.
Blade of Collection
Prerequisite: Pact of the Eightfold Ledger, Pact of the Blade, 5th level
When you hit a creature bearing your Clausebinder’s Brand with your pact weapon, you can change the weapon’s damage type to force or psychic.
Once per turn when the creature violates its clause, you can move up to 10 feet toward it without provoking opportunity attacks.
Familiar of the Fine Print
Prerequisite: Pact of the Eightfold Ledger, Pact of the Chain
Your familiar can carry and display your Coin of Power.
You can originate Clausebinder’s Brand from your familiar’s space, provided it is within 100 feet of you.
When a Clausebound creature within 30 feet of your familiar violates its clause, the familiar can use its reaction to impose disadvantage on the creature’s next attack roll before the end of its turn.
Codex of Precedent
Prerequisite: Pact of the Eightfold Ledger, Pact of the Tome
Your Book of Shadows contains extraplanar legal precedents.
You gain proficiency in History or Investigation. If you are already proficient, your proficiency bonus is doubled for checks involving contracts, debts, laws, guild regulations, extraplanar agreements, and the Eightfold Ledger.
You can cast Comprehend Languages as a ritual without preparing it.
Guarantor’s Talisman
Prerequisite: Pact of the Eightfold Ledger, Pact of the Talisman
When the wearer of your talisman fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to roll your Clause Die and add the result to the save.
If this turns the failure into a success, you take psychic damage equal to the number rolled.
Once the talisman grants this benefit, it cannot do so again until you finish a short or long rest.
Playing This Subclass
Intended Playstyle
The Pact of the Eightfold Ledger rewards players who enjoy defining tactical restrictions and forcing enemies into difficult choices.
Clausebinder’s Brand does not prevent action. Instead, it creates a cost for specific behavior. The target can obey the clause, expend resources to avoid it, or violate it and suffer the penalty.
The subclass is strongest against important enemies whose actions can be predicted:
- A powerful melee creature can be bound by Clause of Position.
- A spellcaster can be pressured through Clause of Silence.
- A guardian can be isolated through Clause of Duel.
- An assassin can be prevented from attacking a vulnerable ally through Clause of Restraint.
- A liar can be tested through Clause of Disclosure.
At 6th level, Enforce the Clause adds immediate punishment when enemies resist or remove the Warlock’s magic. Assigned Liability introduces a more defensive and transactional choice.
At 10th level, Coinlord’s Authority improves social and investigative utility while allowing the Warlock to create persistent but consensual contracts.
At 14th level, Ledger’s Final Clause functions as a powerful single-target capstone. It restricts movement, suspends assets, and punishes continued action without granting access to a 9th-level spell.
Strengths
- Strong single-target control.
- Useful against spellcasters and mobile enemies.
- Punishes successful saving throws.
- Excellent social and investigative utility.
- Strong anti-deception features.
- Effective Charisma-save pressure.
- Flexible penalties.
- Powerful interaction with willing agreements.
- Strong campaign-level faction hooks.
- Useful against enemies that rely on teleportation or invisibility.
Weaknesses
- Many abilities depend on Charisma saving throws.
- Clausebinder’s Brand affects only one creature at a time.
- Enemies can choose to suffer penalties rather than obey.
- Limited area control.
- Reaction economy is crowded.
- Less direct damage than highly offensive Warlock patrons.
- Some utility requires willing consent.
- Contracts cannot solve subjective moral disputes.
- Creatures with strong Charisma saves may resist consistently.
- The patron is likely to demand repayment.
Tactical Identity
A typical combat sequence might proceed as follows:
- Identify the enemy whose actions matter most.
- Apply the clause most likely to constrain its tactics.
- Position yourself so the target must choose between obedience and breach.
- Use Enforce the Clause when it violates the Brand or resists a spell.
- Use Assigned Liability when protecting an ally or preserving the marked target for interrogation.
- Use Writ of Compulsion to force a brief corrective action.
- Invoke Ledger’s Final Clause against a major enemy after establishing breach.
Roleplaying This Subclass
A Ledger Warlock often speaks precisely and dislikes accidental promises.
They may pause before agreeing to even minor requests, insist upon definitions, or record conversations that others would consider casual.
Common traits include:
- Refusing to say “I promise” lightly.
- Carrying multiple copies of every agreement.
- Flipping the Coin of Power while thinking.
- Asking what a favor is worth.
- Viewing social relationships through obligation.
- Remembering every unpaid debt.
- Treating names as legally significant.
- Avoiding gifts with unclear expectations.
- Reading every line before signing.
- Becoming uncomfortable when someone offers unconditional kindness.
Narrative Tensions
Enforcer or Victim
The Warlock may impose the same system that once trapped them.
Law or Justice
A contract can be valid while remaining monstrous.
Debt or Loyalty
The Warlock must decide whether gratitude, love, and friendship should ever be quantified.
Freedom or Solvency
Escaping the pact may require paying a price no moral person should accept.
House or Self
The patron house may demand enforcement against someone the Warlock believes should be forgiven.
Faction and Organization Connections
Likely Allies
- Merchant guilds.
- Banks.
- Investigators.
- Legal scholars.
- Intelligence networks.
- Mercenary companies.
- Noble courts.
- Contract-bound adventuring companies.
- Extraplanar traders.
- Rival claimants seeking arbitration.
- Criminal syndicates.
- Governments using deniable agents.
Likely Patrons
- House Durnhallow.
- House Malrik.
- Another of the Eightfold Houses.
- A Coinlord.
- An extraplanar auditor.
- A sentient contract.
- A dead financier whose claims remain active.
- A bound entity administering a regional Ledger office.
Common Enemies
- The Concord of Veltrion.
- Draeven investigators.
- Slave-liberation networks.
- Debtors’ rebellions.
- Independent soul wardens.
- Devils competing for contracts.
- Fey oath-makers.
- Rival Ledger houses.
- The Meridian Consortium.
- The Sanguine Compact.
- Abolitionist Blood Hunters.
- Former Coinbearers seeking revenge.
Adventure Hooks
The Debt That Outlived a Kingdom
The Ledger produces a valid contract claiming ownership of an entire valley based on an agreement signed by a dynasty destroyed centuries ago.
The Stolen Coin
A Coin of Power has been removed from its Warlock without returning. The theft should be impossible, suggesting that another house authorized it.
The Child Guarantor
A noble’s contract names an unborn descendant as collateral. That descendant has now come of age, and the Ledger has arrived to collect.
The Ninth Signature
A contract bearing the seals of all eight houses contains a ninth signature written in a language no Coinbearer recognizes.
The Forgiven Debt
A Ledger archive shows that a vast soul debt was formally forgiven. Every house denies authorizing the release.
The Impossible Breach
A Warlock is punished for violating a clause they never agreed to. Investigation reveals that someone has altered the metaphysical record of consent.
Notable NPCs
Auditor Seraphine Durnhallow
Species: Human
Homeland: Republic of Aurimundus
Role: Senior collector and political negotiator
Seraphine presents herself as a refined legal adviser. She rarely threatens anyone directly because most of her targets discover that their allies, properties, and inheritances are already bound.
She considers violence an admission that negotiation has failed, but she is entirely willing to authorize it.
Kellen Marr, the Inherited Coin
Species: Arden Rhyd
Homeland: Drakthar
Role: Unwilling Ledger Warlock and fugitive
Kellen inherited his pact when his grandfather defaulted on a contract with House Malrik. He uses Ledger magic against slavers and Hegemony officers while searching for a legal precedent that would void inherited soul debt.
His patron considers his rebellion a profitable form of professional development.
Varessa Eight-Marks
Species: Fallen
Homeland: Unknown
Role: Interplanar arbitrator
Varessa bears the seals of all eight houses. She claims neutrality and has settled disputes between devils, Fey courts, mortal monarchs, and entities from the Shadowfell.
Rumors suggest that she is not a servant of the Ledger but the living vessel in which its first contract was written.
Balance Notes
Intended Role
Primary: Controller and debuffer
Secondary: Face, investigator, and single-target striker
Damage Profile
Clausebinder’s Brand deals moderate conditional damage rather than automatic recurring damage.
The target controls whether it suffers the penalty, creating tactical pressure without removing agency.
Enforce the Clause provides limited reaction damage. Ledger’s Final Clause produces substantial high-level damage only when the target continues acting under the judgment.
The subclass does not receive a general damage bonus to Eldritch Blast or all Warlock spells.
Survivability
Assigned Liability can reduce limited incoming damage, while Compelled Payment grants temporary hit points.
The subclass does not receive permanent resistance, Armor Class bonuses, or broad defensive immunities.
Its survival depends on control, positioning, and reaction management.
Utility
The subclass has considerable social and investigative utility:
- Detecting lies from marked creatures.
- Identifying magical contracts.
- Recording agreements.
- Understanding languages.
- Detecting soul obligations through invocations.
- Monitoring contract breaches.
- Protecting against compelled agreements.
These abilities do not automatically determine fairness, hidden motives, or complete truth.
Resource Economy
The subclass uses:
- Proficiency-bonus uses of Clausebinder’s Brand.
- Proficiency-bonus uses of Enforce the Clause.
- Charisma-modifier uses of Assigned Liability.
- One use of Writ of Compulsion per short or long rest.
- One use of Ledger’s Final Clause per long rest.
- One possible additional capstone use through a 5th-level Pact Magic slot and substantial self-damage.
The original Pact-slot recovery mechanic was removed because recovering slots from defeated enemies could create repetitive or exploitable resource loops.
Comparison to Similar Subclasses
Compared with the Archfey patron, the Ledger offers:
- Less broad charm and fear.
- More precise single-target control.
- Stronger contract utility.
- Fewer defensive escape tools.
- More reliable anti-deception abilities.
Compared with the Fiend patron, it offers:
- Lower raw damage.
- Less passive durability.
- Better tactical restriction.
- Stronger social influence.
- More specialized control.
Compared with the Great Old One patron, it offers:
- Less telepathy and mental intrusion.
- Greater emphasis on consent, promises, and obligation.
- More structured debuffs.
- Less broad psychic manipulation.
Compared with the Fathomless or Genie patrons, it offers:
- Less mobility.
- Less area control.
- Stronger social and narrative utility.
- Greater single-target punishment.
Potential Risks
Clause of Disclosure should not be treated as mind reading. The Warlock knows when a direct lie is spoken but does not learn omitted information or hidden truth.
Seal the Instrument requires informed and willing ratification. It cannot be used to disguise predatory terms from players or remove narrative agency without agreement.
Ledger’s Final Clause is intentionally powerful but allows repeated Charisma saving throws and does not reproduce the indefinite confinement of Imprisonment.
Summary
The Pact of the Eightfold Ledger transforms the Warlock into a supernatural contract enforcer, debt collector, and occult arbitrator.
Its defining feature, Clausebinder’s Brand, allows the Warlock to impose one clear tactical restriction on an enemy. The target remains free to act but suffers a measurable penalty for breach. Later abilities punish resistance, transfer liability, authenticate agreements, monitor debts, compel corrective action, and impose a devastating final judgment.
The subclass is designed for players who enjoy tactical control, precise language, moral ambiguity, social influence, and the dangerous idea that every relationship can be reduced to obligation.
A Ledger Warlock may begin as an agent, debtor, collector, or victim. Whatever their origin, every use of the Coin of Power adds another line to an account that will eventually come due.
“You misunderstand. The Ledger does not demand your obedience. It merely records the price of refusal.”
Expanded Spell List
The Eightfold Ledger adds the following spells to the Warlock spell list for you.
|
Spell Level |
Spells |
|
1st |
Command, Sanctuary |
|
2nd |
Detect Thoughts, Zone of Truth |
|
3rd |
Counterspell, Glyph of Warding |
|
4th |
Banishment, Greater Invisibility |
|
5th |
Geas, Modify Memory |
These spells count as Warlock spells for you.
When you cast Glyph of Warding using a Pact Magic spell slot, you may use your Coin of Power as part of the material component. You must still provide any material component with a listed gold cost.
Coin of Power
Your patron grants you a supernatural coin bearing the authority of one of the Eightfold Houses.
The Coin of Power serves as an arcane focus for your Warlock spells.
It cannot be permanently destroyed while your pact remains active. If it is lost or destroyed, it reappears in your possession when you finish a short or long rest.
As a bonus action, you can cause the coin to display one of the following:
- Your name as recognized by the Ledger.
- Your patron house.
- A creature’s current debt to you under a magical contract.
- Whether a visible document bears active magic.
- Whether a creature within 10 feet knowingly signed, spoke, or accepted an agreement represented by a document you hold.
The coin does not reveal whether an agreement is fair, lawful, or morally legitimate.
You gain proficiency in one of the following skills:
- Deception.
- Insight.
- Investigation.
- Persuasion.
If you are already proficient in the chosen skill, you instead gain proficiency in another skill from the list.
You also learn one language of your choice.
Action Type: Passive; bonus action
Uses: At will
Duration: Instantaneous or while displayed
Scaling: None
Clausebinder’s Brand
You place a binding mark upon a creature and state a clause it must either obey or violate at its peril.
As a bonus action, choose one creature you can see within 60 feet. The target must make a Charisma saving throw against your Warlock spell save DC.
On a failed save, the target becomes Clausebound for 1 minute.
When you apply the Brand, choose one of the following clauses.
Clause of Restraint
Choose one creature other than the target that both you and the target can see.
The Clausebound creature violates this clause when it willingly deals damage to the chosen creature.
Clause of Position
Choose a point on the ground you can see within 60 feet.
The Clausebound creature violates this clause when it willingly ends its turn more than 30 feet from that point.
Clause of Silence
Choose one spell school.
The Clausebound creature violates this clause when it willingly casts a spell from that school.
Clause of Disclosure
Ask the target one question containing no more than twenty words.
The target violates this clause if, before the end of its next turn, it knowingly speaks a direct lie in answer to that question.
The target is not compelled to answer.
Clause of Noninterference
Choose one object, doorway, mechanism, or unattended space that both you and the target can see.
The target violates this clause if it willingly touches, manipulates, enters, or passes through the chosen subject.
Clause of Duel
The target violates this clause when it willingly makes an attack that does not include you as a target while you are conscious and within its attack’s normal range.
Penalty for Breach
The first time on each turn that the target violates its clause, it takes psychic or force damage equal to one roll of your Clause Die plus your proficiency bonus.
Your Clause Die is a d6.
It becomes a d8 at 10th level and a d10 at 14th level.
After taking this damage, the creature cannot take reactions until the beginning of its next turn.
A creature understands the exact wording and mechanical meaning of the clause when the Brand is imposed. It knows that violation will cause harm.
This feature is not a charm effect and does not compel obedience.
The Brand ends early if:
- You are incapacitated.
- You apply Clausebinder’s Brand to another creature.
- You dismiss it as a bonus action.
- The target moves to another plane of existence.
You can use Clausebinder’s Brand a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
If a creature voluntarily agrees aloud to the clause before making its saving throw, it makes the saving throw with disadvantage. A creature cannot be compelled to make this agreement through charm or domination.
Action Type: Bonus action
Uses: Proficiency bonus per long rest
Range: 60 feet
Duration: 1 minute
Scaling: Clause Die becomes d8 at 10th level and d10 at 14th level
Contractual Precision
A clause must describe one of the listed mechanical conditions. It cannot contain hidden wording, paradoxes, impossible demands, or subjective terms such as “behave honorably.”
The Game Master has final authority over whether an action constitutes willing violation.
Ledger’s Notice
Your patron alerts you when a marked debtor prepares to deceive or betray you.
While a creature is Clausebound and within 60 feet of you, you gain the following benefits:
- You have advantage on Wisdom (Insight) checks against it.
- You know when it knowingly speaks a direct lie to you, though you do not learn the truth.
- The creature cannot gain advantage on an attack roll against you solely by being hidden or unseen.
- You know when it willingly begins an action that would violate its clause.
This awareness does not allow you to interrupt the action unless another feature grants you a reaction.
Action Type: Passive
Uses: At will while Clausebinder’s Brand is active
Range: 60 feet
Duration: While the Brand remains active
Scaling: None
Enforce the Clause
You can invoke immediate retribution when a creature resists your authority or violates an obligation.
When a creature you can see within 60 feet meets one of the following triggers, you can use your reaction to enforce a penalty:
- It violates your Clausebinder’s Brand.
- It succeeds on a saving throw against one of your Warlock spells.
- It knowingly breaks a magical agreement created by one of your spells or subclass features.
- It removes, suppresses, or dispels one of your Warlock spells affecting it.
The creature takes 2d10 force or psychic damage, chosen when you use the feature.
It must then make a Charisma saving throw against your Warlock spell save DC.
On a failed save, choose one of the following penalties:
Adverse Judgment
The creature subtracts your Clause Die from the next saving throw it makes against one of your Warlock spells before the end of your next turn.
Seizure of Motion
The creature’s speed becomes 0 until the beginning of its next turn.
Suspension of Privilege
The creature cannot take reactions until the beginning of its next turn.
Compelled Payment
You gain temporary hit points equal to your Warlock level plus your Charisma modifier.
On a successful save, the creature suffers the damage but no additional penalty.
You can use Enforce the Clause a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
The damage increases to 3d10 at 10th level and 4d10 at 14th level.
Action Type: Reaction
Uses: Proficiency bonus per long rest
Range: 60 feet
Duration: Varies by penalty
Scaling: 2d10 at 6th level, 3d10 at 10th level, 4d10 at 14th level
Assigned Liability
You can transfer a portion of an obligation from one debtor to another.
When a creature affected by your Clausebinder’s Brand takes damage, you can use your reaction and choose another creature you can see within 30 feet of it.
The second creature must make a Charisma saving throw against your Warlock spell save DC.
On a failed save, reduce the damage taken by the Clausebound creature by an amount equal to one roll of your Clause Die plus your Charisma modifier. The second creature takes psychic damage equal to the amount reduced.
On a successful save, no damage is transferred.
You can use Assigned Liability a number of times equal to your Charisma modifier, with a minimum of once. You regain all expended uses when you finish a long rest.
A willing second creature can choose to fail the saving throw.
Action Type: Reaction
Uses: Charisma modifier per long rest
Range: 30 feet from the Clausebound creature
Duration: Instantaneous
Scaling: Uses your Clause Die
Reaction Conflict
Assigned Liability and Enforce the Clause both use your reaction. You must choose between redistributing damage and punishing a violation.
Coinlord’s Authority
Your voice carries the weight of supernatural arbitration.
You gain the following benefits.
Universal Terms
You are always under an effect similar to Tongues.
You can understand the literal meaning of any spoken language, and any creature that understands at least one language can understand your spoken words.
This feature does not allow you to understand secret codes, purely symbolic communication, or meaning that depends upon cultural context you do not possess.
Contractual Immunity
You have advantage on saving throws against being charmed.
You are immune to magic that would compel you to speak a deliberate lie.
Magic cannot force you to sign, verbally accept, or magically ratify an agreement against your will.
Seal the Instrument
You can create a supernatural contract during a ritual requiring 10 minutes.
The agreement must be written or spoken in clear terms and must identify:
- Every participating creature.
- The obligations of each participant.
- The duration.
- The penalty for breach.
- The method by which the agreement ends.
Each participant must knowingly and willingly ratify the contract through a signature, spoken assent, blood mark, true name, or contact with your Coin of Power.
A creature charmed, dominated, unconscious, or incapable of understanding the terms cannot validly ratify it.
Once ratified, the contract becomes magically recorded for up to 30 days.
While it remains active:
- You know whether it has been breached while you are on the same plane.
- You know which participant committed the breach.
- You know the general category of the violated term.
- Each participant knows when they personally breach the contract.
- The document or record cannot be altered without leaving obvious evidence of tampering.
The contract does not automatically compel performance or inflict a penalty unless another spell or feature states otherwise.
You can maintain a number of active contracts equal to your Charisma modifier, with a minimum of one.
Writ of Compulsion
When a creature within 60 feet that bears your Clausebinder’s Brand violates its clause, you can cast Command on it as a reaction without expending a spell slot.
The command must be one word and must directly relate to ending, reversing, or preventing further violation. Appropriate examples include:
- Halt.
- Drop.
- Return.
- Leave.
- Kneel.
- Release.
- Silence.
The target makes its saving throw against your Warlock spell save DC as normal.
You can use Writ of Compulsion once per short or long rest.
Using Writ of Compulsion does not prevent you from applying the ordinary breach damage from Clausebinder’s Brand.
Action Type: Passive; 10-minute ritual; reaction
Uses: Writ of Compulsion once per short or long rest
Duration: Contracts last up to 30 days
Scaling: Active contracts equal your Charisma modifier
Ledger’s Final Clause
You invoke the highest authority granted to a mortal Coinbearer and issue a binding judgment against one creature.
As an action, choose one creature you can see within 60 feet and speak its name, title, or another designation by which it knowingly identifies itself.
The target must make a Charisma saving throw against your Warlock spell save DC.
If the creature bears your Clausebinder’s Brand, has breached one of your active sealed contracts, or has willingly broken an agreement made directly with you within the last 24 hours, it makes this saving throw with disadvantage.
On a failed save, the creature becomes Finalized for 1 minute.
On a successful save, it is Finalized until the end of your next turn.
While Finalized, the creature suffers the following effects.
Bound Account
The creature is restrained.
If it teleports or attempts to move to another plane of existence, the attempt fails and the action, bonus action, reaction, spell slot, or charge used in the attempt is wasted.
Asset Seizure
At the beginning of each of its turns, choose one of the following assets to suspend until the beginning of its next turn:
- Its reactions.
- One damage resistance of your choice that you know it possesses.
- Its ability to regain hit points.
- Its flying speed.
- Its ability to become invisible.
- Its ability to benefit from advantage on attack rolls.
You need not know every ability the creature possesses. If you choose an asset it does not have, no asset is suspended that turn.
Penalty Accrual
The first time during each turn that the creature:
- Makes an attack.
- Casts a spell.
- Uses a legendary action.
- Damages another creature.
- Attempts to escape or remove the Final Clause.
It takes 3d10 force or psychic damage, chosen when the damage occurs.
The creature can take this damage only once per turn.
Appeal Judgment
At the end of each of its turns, the creature can repeat the Charisma saving throw, ending the effect on a success.
If the creature has violated your Clausebinder’s Brand or breached one of your sealed contracts during the current combat, it subtracts your Clause Die from this saving throw.
Summary Judgment
When the Final Clause ends, you may impose one final penalty.
Choose one:
- The creature takes 6d10 psychic damage.
- The creature is banished until the end of your next turn.
- The creature is frightened of you for 1 minute, repeating a Wisdom saving throw at the end of each of its turns.
- The creature cannot regain hit points for 1 minute.
- The creature loses one active concentration effect of your choice.
A successful Charisma saving throw against your Warlock spell save DC negates this final penalty.
Once you use Ledger’s Final Clause, you cannot use it again until you finish a long rest.
You may use it again before finishing a long rest by expending one Pact Magic spell slot of 5th level and suffering psychic damage equal to twice your Warlock level. This damage cannot be reduced or prevented.
Once you invoke it through this sacrifice, you cannot do so again until you finish a long rest.
Action Type: Action
Uses: Once per long rest; one additional use through a 5th-level Pact Magic slot and psychic sacrifice
Range: 60 feet
Duration: Up to 1 minute
Scaling: Uses Clause Die and Warlock spell save DC
Legendary Resistance
If a creature uses Legendary Resistance to succeed on the initial saving throw, it is still Finalized until the end of your next turn.
This does not prevent the creature from using Legendary Resistance on later saving throws.
Table of Ledger Manifestations
When your patron’s authority manifests, roll or choose from the following table.
|
d8 |
Manifestation |
Appearance |
|
1 |
The Burning Clause |
Glowing script wraps around the target and tightens when it violates the terms. |
|
2 |
The Coinlord’s Gaze |
A vast coin-shaped eye opens behind you and watches the agreement. |
|
3 |
The Black Ledger |
A spectral book appears, writing the target’s name in red ink. |
|
4 |
The Eight Seals |
Eight metallic sigils rotate around the creature like a locking mechanism. |
|
5 |
The Debt Chain |
Chains formed from numbers and legal phrases bind the target’s limbs. |
|
6 |
The Silent Clerk |
A faceless spectral figure records every action with an impossibly long quill. |
|
7 |
The Weighing Table |
Invisible scales briefly compare the target’s promise with its actions. |
|
8 |
The Final Stamp |
A massive seal descends through the air and marks the ground beneath the target. |
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