Sigil Practitioner
Sigil Practitioner / Contract Maker
"A debt unpaid is a dagger unseen."
Requirements
- Requirements: None
- Prime Requisite: CHA
- Hit Dice: 1d6
- Maximum Level: 14
- Armor: Leather
- Weapons: Dagger, sling, short sword, staff
- Languages: Alignment, Common
Combat
You are considered a "civilian" in battle, your abilities lie outside of direct combat.
Class Abilities
Mark the Debt
A Sigil Practitioner can have two parties sign a magically-imbued contract. If the contract is not fulfilled, the Practitioner can claim what was agreed to by the other party or punish the defaulter with effects like loss of magic, life force, or even physical maiming.
The Practitioner creates each contract or mark in their own style, including a unique notarial symbol that identifies their work. Sigils are the most common form of these marks.
Only the original contract maker or practitioner can cancel a contract, and only by the method they chose when the contract was originally created (such as tearing a magical document, burning away a marked tattoo, or another ritual of their design).
Once per day, the Contract Maker can perform a ritual of their choosing to check the status of a contract. This grants them an intuitive sense of the contract’s progress. At higher levels, the ritual can reveal additional details, such as the signee’s location and other information.
You can maintain a maximum amount of contracts equal to your level.
Record Appraisal
Your instincts detect hidden value.
- Once per object, place, or person, you may ask the Referee a question:
- What hidden value is attached to this?
- Who would most covet this?
- What unseen dangers or debts are tied to this?
No roll needed — this ability is part intuition, part subtle magic.
Sigil Practitioner Knowledge
Contract Makers and Sigil Practitioners work hand in hand to deal with magical contracts within towns. You start with a strong local knowledge of markings, etchings, sigils, and more, bringing you information on items travels and location origins.
In a new Town or City, you can find at least one person with local Sigil Practitioner knowledge and can bringing them items found nearby to get information about its travel and location origin.
Trade in Favors
You are a master of social barter. You create a contract similar as you would others, but between yourself and another party. They receive an identical magically imbued item as you with the players notarial mark or sigil on it. This way, if you do not fulfill your side of the contract, they can contact another Sigil Practitioner to recognize and handle any debts or punishments
- You may promise a favor to gain a discount, passage, service, or information without paying up front.
- Promised favors must be fulfilled later (Referee will track).
- Failing to fulfill favors too often (usually 3 strikes) damages your reputation, closing Silent Markets and raising social hostility.
Ledgerhalls
At 9th level, you may establish a Ledgerhall — a neutral trading house of contracts and debts.
- 2d6 apprentice scribes, notaries, and market agents arrive.
- You gain influence over regional trade, taxes, and smuggling.
- Ledgerhalls may become centers of power, gathering traders, smugglers, and even nobles seeking debt absolution.