Wizard
Base Class: Wizard

The Order of Law is a rare arcane tradition with few members. Practitioners dedicate themselves to their studies and only a few gain the ability to enforce arcane law. Some are rigid members of society following laws and codes of the lands, and others follow an internal code separate from the laws of nature or the world. While each practitioner is different one constant among members is employing arcane law to effect change. 

Level 3: Articles of Law

You have learned how to magically enforce laws to affect yourself and the creatures around you. You gain a number of d8’s equal to your intelligence modifier (minimum of +1) which can be used to enforce the articles of law. After a long rest roll your d8’s to determine which articles of law you can enforce for that day. The articles remain until they are enforced, or after you have completed a long rest. 


Enforce the Law: As a bonus action you can enforce one of your articles of law. Use the law as it is written. If an Article of Law requires a saving throw, the DC equals your Wizard spell save DC. If you attempt to enact a law and it fails it is still expended.

Determine the Law: As an arbiter of law you can alter which laws are available to you to enforce that day. As a free action you can expend one unexpended use of Article of Law. You can then choose another unexpended Article of Law and replace it with an Article of your choice from the Article of Law table. You can do this as many times a day as you have the necessary laws available to you. 


Equal Before the Law: The law is impartial and balanced. The law is designed to apply to all equally, and not favour one party. Whenever you take a bonus action to enforce an Article of Law, consider how this role as a bastion of law influences your choices.

 

Article of 

Law Die.

Article of Law

1

Article I - Good Faith: Choose two creatures engaged in a conversation. If willing, for the next 10 minutes, neither can knowingly lie to the other. If unwilling ,the Article is only enacted if both fail a Charisma saving throw. If they succeed on the save, they know your location and that you attempted to charm them. Creatures immune to the charmed condition cannot be affected unless they choose so willingly. 

2

Article II - Equal Standing: Designate two opposed creatures. Neither can benefit from advantage or disadvantage until the end of your next turn.

3

Article III - Freedom of Movement: Choose two creatures. They can choose to use their reaction immediately to move up to 15ft without provoking opportunity attacks.

4

Article IV - Burden of Proof: Choose one creature. It has advantage on insight roles to glean information from one creature of its choosing for 1 hour. 

5

Article V - Rules of Engagement: Choose 2 creatures currently in combat against each other. The first creature to make an attack roll or force a saving throw on a creature not under the rules of engagement takes psychic damage equal to 2 rolls of your article of law dice. This damage cannot be reduced by any means. The article ends once one creature has taken damage from this feature or combat ends. 

6

Article VI - Shared Sentencing: You willingly accept one of the following conditions: 1 level of Exhaustion, Frightened, or Restrained. One creature of your choice within 30ft must succeed on a Wisdom saving throw or be sentenced to the same condition. The sentence lasts until the creature succeeds on its saving throw, at which point both conditions immediately end. You can only have one of each condition active at the same time to a maximum of three conditions. 

7

Article VII - Confidentiality: Choose any number of willing creatures within 15ft. For the next 10 minutes, any information shared during this time cannot be willingly communicated to other creatures.

8

Article VIII - Due Diligence: Choose two creatures. Both have advantage on one roll to search the same creature, object, or area. 

Level 3: Quid Pro Quo

Quid Pro Quo is contract law realized through magical means. The basic use of this spell is for two parties to create an agreement that is ensured through magical means. 

 

Any number of creatures that can see and hear you may enter a pact of mutual benefit. They collectively set the term, conditions, and length of the pact, and the associated punishment for breaking the pact. This immediately fails if any creature fails to agree with any portion of the pact by the end of deliberation. After successful agreement of all creatures, the contents of the pact are magically enforced by channeling the fabric of Fiora. 

 

Clause I - Good Faith: Creatures  under the charmed condition cannot make pacts. This however does not prevent other means such as manipulation or coercion through threats which cannot guarantee someone accepts a deal. 

 

Clause II - Proportional Punishment: Creatures must willingly accept the contract. So attempting to make a contract such as, you must achieve an impossible task in a short time frame or die is not likely to succeed as the other party is unlikely to accept those terms.

 

Clause III - The Almighty Judge: Quid Pro Quo draws on the mighty magics of Fiora and ultimately is approved by the forces that be. The DM has final say in whether a contract would be enforced. 

 

Examples of Contracts:

Party A and Party B agree to not kill each other for the period of one week. Any party that attempts to breach this contract by killing the other either directly through an attack, or indirectly through hiring an assassin, suffers 10d10 necrotic damage and the other party is magically notified that the contract has been breached and ended. 

 

Party A and Party B agree to be allies until the time for 1 year or until they meet and mutually agree this contract is up. For this period they agree to protect the other. This includes if they discover information that could harm the other party they will cover it up and inform the other party of it or in combat they will strive to protect each other. Ultimately, the parties will treat each other as allies and work towards mutual benefit. If one party breaches this contract by passively allowing the other to be harmed, or actively working against them, the other party is immediately notified and the next time they have a conversation the offending party is compelled to answer all of the other parties questions for 1 hour. 

Level 6: Restful Recess

You recover uses of your Articles of Law equal to half your proficiency bonus rounded down when you take a short rest (minimum of +1). You may do this a number of times equal to your Intelligence modifier (minimum 1) before needing to recharge on a long rest.  

In addition, if a creature succeeds on a saving throw against an Article of Law it is not expended.

Level 10: Voice of Law

You can cast Command for free as a bonus action a number of times equal to your Intelligence modifier (minimum 1). When you cast it this way you can either choose for it to affect an additional creature or have one target make the saving throw at disadvantage. When you use this feature, it also does not count as your leveled spell for any given turn. You regain uses of this feature after a long rest. 

Level 14: Arcane Judge

Your experience with the law has brought you to the pinnacle of arcane authority. Using Articles of Law no longer requires a bonus action and instead is a free action on your turn. In addition, you have mastered certain aspects of the law. When you gain this feature, select two Articles of Law. You always have one use of the selected articles everyday not counting against your total Articles of Law for the day. These do not recharge on short rests through Restful Recess.

Burden of Proof

Permanently have 1 free use of the Article of Law - Burden of Proof per day. Once it has been expended you regain it on a long rest.

Confidentiality

Permanently have 1 free use of the Article of Law - Confidentiality per day. Once it has been expended you regain it on a long rest.

Due Diligence

Permanently have 1 free use of the Article of Law - Due Diligence per day. Once it has been expended you regain it on a long rest.

Equal Standing

Permanently have 1 free use of the Article of Law - Equal Standing per day. Once it has been expended you regain it on a long rest.

Freedom of Movement

Permanently have 1 free use of the Article of Law - Freedom of Movement per day. Once it has been expended you regain it on a long rest.

Good Faith

Permanently have 1 free use of the Article of Law - Good Faith per day. Once it has been expended you regain it on a long rest.

Rules of Engagement

Permanently have 1 free use of the Article of Law - Rules of Engagement per day. Once it has been expended you regain it on a long rest.

Shared Sentencing

Permanently have 1 free use of the Article of Law - Shared Sentencing per day. Once it has been expended you regain it on a long rest.

Order of Law Spells

You gain the following spells at the following levels. They do not count against your numbers of spells known or prepared.

3rd

Suggestion, Zone of Truth, Command, Insidious Rhythm

5th

Bestow Curse, Counterspell

7th

Banishment, Death Ward

9th

Modify Memory, Geas

11th

Forbiddance, Contingency, 

13th

Forcecage

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