Wizard
Base Class: Wizard

Upholder of Arcane Law

An Eldritch Advocate is a wizard who delves into the complex and esoteric laws that govern the multiverse. These learned spellcasters are as much legal scholars as they are arcane practitioners, wielding their knowledge of magical statutes to influence and enforce the rules that bind reality.

Legal Mastery

Eldritch Advocates are meticulous and precise, their minds attuned to the fine print of ancient contracts, arcane bindings, and multiversal treaties. They serve as legal representatives in magical disputes, mediating conflicts between extraplanar beings and mortal wizards, and ensuring that the balance of power remains intact.

Contractual Obligation

2nd-level Eldritch Advocate feature
Starting at 2nd level,  you gain the History skill for free. If you already have this skill, you may pick another skill to replace it with. You also gain the ability to magically sanctify contracts. If two willing parties (one of which can be the user of this ability) agree to terms of a contract, and neither is under duress, you may spend 1 hour and gain 1 level of exhaustion to magically sanctify the oath. If, at any point in the future (unless specified in the contract), either party breaks the term, that party is subject to a curse, as the Bestow Curse spell, which lasts 24 hours and does not require concentration. This effect can be removed by a Remove Curse spell. This effect will take place even if the other parties to the contract are dead, or on other planes. You sanctify the contract, but the multiverse enforces it.

Starting at 10th, the effect is permanent and can only be removed by a Wish spell.

Sanctuary of Law

2nd-level Eldritch Advocate feature
As a bonus action, you can invoke a protective ward around a creature within 30 feet of you, including yourself, for 10 rounds. If a creature attempts to attack the warded target and fails a Wisdom saving throw against your spell save DC, they are restrained by magical bindings and cannot make any more attacks this turn. These bindings represent the weight of arcane law, preventing the attacker from taking any action except trying to break free. At the end of each of their turns, they may make a Strength (Athletics) or a Dexterity (Acrobatics) check to attempt to free themselves.

Once you use this feature, you can't use it again until you finish a short or long rest.

Countermanding Verdict

6th-level Eldritch Advocate feature
You can cast Counterspell a number of times equal to your proficiency bonus without expending a spell slot. When you cast Counterspell this way, the target of the spell must make a Charisma saving throw against your spell save DC. On a failed save, the spell is countered as normal. On a successful save, the spell is not countered but the target has disadvantage on any saving throw made against your spells until the end of their next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Binding Decree

10th-level Eldritch Advocate feature
You may paralyse a creature, as the Hold Monster spell. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is paralyzed for 1 + 1 round per proficiency bonus (rounded down). On a successful save, the creature is restrained for 1 round instead. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Once you use this feature, you can't use it again until you finish a long rest.

Multiversal Jurisdiction

14th-level Eldritch Advocate feature
Your authority extends across the planes. You can banish a creature, as the Banishment spell, or create a prison, as the Forcecage spell. Either of these effects lasts 1 + 1 round per proficiency bonus(rounded down), showcasing your ability to regulate the presence of entities across different planes of existence.

Once you use this feature, you can't use it again until you take a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2024 5:41:18 PM
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