Sorcerer
Base Class: Sorcerer

"The shallow promise that our safety would be secured... The thin piece of contract is what cost me everything."
 - Pluto, Yesterday's Promise

After a contract's fine print screwed over you or one of your ancestors, the hatred and despair over that contract has given you powers seeped in deceit and lies, letting you create Unjust Contracts to inflict the same pain that you felt to your Foes.

Contract Notary - Level 3

"You should not trust what your eyes see so easily"

Contracts :: Allies
You can give out magic contracts to your allies, giving them benefits if they follow the Clauses of the contract.
As a bonus action, you can give out a contract to an ally. The contract lasts until the end of your 3rd turn after creating the contract, but ends early if the Clause is not followed. You can only have one Contract active at a time. When you give a creature a contract, that creature becomes its Signatory.
When you give out a contract, choose one of the following contracts:

Contract of Swiftness: The Signatory gains 15 feet of movement, but must make at least one melee attack against a hostile creature during each of their turns.
Contract of Light: The Signatory gains an additional bonus action, but must take an Action and use both Bonus Actions during each of their turns, if able.
Contract of Might: The Signatory gains +2 to attack and damage rolls, but when the Signatory deals damage with an attack, they can roll only one damage die for each damage type used in that attack, regardless of how many damage dice the attack would normally use.
Contract of Amplification: Select Melee attacks, Ranged attacks, or Spell attacks. The Signatory gains a +3 to damage rolls for the selected attack type, but the other two attack types deal 3 less damage.
Contract of Liberty: The Signatory gains immunity to the Grappled and Restrained conditions, and has advantage on saving throws against effects that would impose the Paralyzed condition, but cannot cause other creatures to gain the Grappled, Restrained, Paralyzed, or Stunned condition(s).

Magical Barrier
You gain advantage on saving throws caused by spells.
As an action, you can reinforce the barrier, giving disadvantage on all attack rolls made against you until the start of your next turn. While the Barrier is Reinforced, you cannot use quickened spell while this feature is active, and cannot willingly move towards hostile creatures.

Devil in the Details
You gain truesight out to a range of 5 feet, if you already have truesight, its range increases by 5 feet. You can create a magic pen and piece of paper that can be used to make magically binding contracts. Creatures have disadvantage on Intelligence (Investigation) checks made to discern the fine print, hidden Clauses, or other concealed terms of your Contracts.

Unconscionable - level 6

"I hope we will not bear ill feelings for each other over this."

Unjust Contracts
You can forcibly assign a Contract to a creature that oftentimes has more downsides than upsides.
As a bonus action, you can apply a Contract to a hostile creature within 60 feet of you. These Contracts last until the end of your next turn. Only one creature can be under the effect of one of these contracts at a time. If a creature breaks the contract's clause, they take 2d8 psychic damage, as well as have an additional effect happen depending on the Contract:

Unjust Contract; Defense: The Signatory's AC Increases by 2, and their saving throw bonuses increases by 2, but their attack bonus is reduced by 2 and their Spell Save DC is reduced by 2. Clause: The Signatory can make only one attack during each of their turns, and cannot cast a spell that deals damage or directly imposes a harmful condition on another creature more than once during their turn.
Punishment for Failure: The Signatory's AC is reduced by 1 for the rest of combat (Up to 2 times per creature), and the Signatory's turn ends immediately when the contract is broken.

Unjust Contract; Offense: The Signatory's Attack bonus and Spell Save DC increase by 1, but their AC and Saving throw bonuses decrease by 1.
Clause: The Signatory can target only one creature with attacks during each round.
Punishment for Failure: The Signatory's AC and Saving throw bonuses reduce by 1 for the rest of combat (Up to 2 times per creature).

Magic :: Sigil
You've learned to make Sigils that can be used to cast spells, like a Web of interweaving contracts and clauses.
As a Free Action, you can create a Sigil within 10 feet of you by spending 1 sorcery point. Whenever you have an active Sigil, you can cast spells or give contracts through the Sigil. When you cast a spell or give a contract from a Sigil, the spell or contract originates from that Sigil as though you were occupying its space. If you have multiple Sigils, you can choose which Sigil you cast from. You can have up to 5 active Sigils at a time.
You may also create a fully printed Contract (Minus a signature) from a Sigil.
A Sigil is visible and occupies its space, shedding Dim light for 5 feet. You can choose the Color and Shape of the Sigil, and the Sigil is the size of 'Small'. An enemy can attempt to remove a Sigil as an action by performing an Arcana Check against your Spell Save DC, with the Sigil being removed on a successful check.
A Sigil disappears after being used, dispelled, or removed by a successful Arcana check.

Additionally, you know when a creature under one of your Unjust Contracts violates its Clause.

Absentia - Level 14

"See past normal Sight; It's freeing"

Magic :: Impact
You've learned to weaponize your Sigils with magic that is more effective against those who broke a contract's clause.
As a bonus action, you can spend 1 sorcery point and select a point within 15 feet of the Sigil. The selected point has a burst of energy emit in a 5 foot radius. All creatures you choose within the radius must make a Wisdom saving throw, on a failure they take 2d6 psychic damage and are knocked prone. On a success, the creature takes half damage and is not knocked prone.
You may spend additional Sorcery points to repeat the burst. For each additional Sorcery Point spent, the burst occurs again as part of the same bonus action, using the center of the previous burst as the point of origin for determining the location of the next burst. You can spend up to 4 additional Sorcery points on this feature.
If a creature affected by this feature has broken one of your Unjust contracts during the current combat encounter, they have disadvantage on the saving throw, and you reroll any 1s or 2s rolled for this feature's damage.

Devil's Dues
Whenever a creature breaks the Clause of an Unjust Contract, you gain 1 sorcery point. Whenever an ally creature under the effects of a Contract reduces a creature to 0 Hitpoints for the first time each turn, you regain 2 Sorcery points. Whenever a creature under the effects of an Unjust Contract is reduced to 0 Hitpoints, you gain 2 Sorcery points.
You cannot increase your Sorcery Points above your Maximum through this feature.

Yesterday's Promise :: The Adult Who Tells Lies - Level 18

"Doing Deeds for the good of this world doesn't inherently make one a good person, and neither does committing a bad deed make one evil..."
 - Reception of Yesterday's Promise

Deluge of Brachial Quietuses
You can unleash a barrage of impacts after enough contracts are broken.
As an action, you may unleash a torrent of energy if 8 total Unjust Contracts have been broken. The first time each creature breaks one of your Unjust Contracts during an encounter, it counts as 2 broken Contracts instead of 1.
When using this feature, select a Sigil, all creatures you choose within a 15 foot radius of the sigil must make a wisdom saving throw, taking 3d8 psychic damage and being knocked prone on a failure, and taking half damage and not being knocked prone on a success. Each creature in the area makes the saving throw a number of times equal to the number of different creatures that have broken one of your Unjust Contracts during the current combat. Creatures that have broken a contract take maximum damage from this feature, and have disadvantage on the saving throw.
A creature that breaks multiple Contracts still counts as only one different creature for determining the number of saving throws.
After the feature is resolved, the number of broken Unjust Contracts becomes 0, and no creature is considered to have broken one of your Unjust Contracts for the purposes of your features.
After all saving throws caused by this feature have been rolled, you take 1d6 psychic damage for each individual saving throw a creature succeeds on (maximum of 10d6).

Yesterday's Promise Image

Comments

Posts Quoted:
Reply
Clear All Quotes