Barbarian
Base Class: Barbarian

Once a fierce fighter from the wilderness, you have undergone a dramatic transformation about encountering a force known only as the Prime Law.  You may have encountered the Prime Law by opening an ancient tome, voyaging to an outer plane, or directly communing with a lawful deity.  In your new state, you are no less forceful, but rely more on intellect than physical prowess.

Brawn to Brains

At 3rd level, your encounter with the Prime Law permanently alters your body and mind.  You switch your Strength and Intelligence scores, unless your Intelligence is already higher than your Strength.

You gain proficiency in any two of the following skills: Deception, Intimidation, Insight, Investigation, or Persuasion.

The influence of the Prime Law allows you to mystically channel its power through a particular weapon.  Whenever you finish a long rest, you can touch one weapon that you are proficient with.  When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.  For the purposes of your Rage and Reckless features, any attacks made with that weapon count as using Strength.  This benefit lasts until you finish a long rest.

At 18th level, you do not gain the Indomitable Might feature.  Instead, you gain the Dazzling Intellect feature.  If your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.

At 20th level, you do not gain the Primal Champion feature.  Instead, you gain the Champion of the Law feature.  You gain proficiency in Intelligence and Wisdom saving throws.

If it is not already, your alignment becomes lawful.  If your alignment becomes not lawful, you lose the benefits of this archetype, although your ability score swap remains.

Throw the Book at Them

At 3rd level, when you take the Attack action, you can forgo a normal attack to summon a heavy legal tome and send it flying toward an enemy.  Make a ranged attack roll using your Intelligence instead of your Dexterity modifier.  If it hits, the target takes 1d12 +  your Intelligence modifier bludgeoning damage.  The range is 20/40.

A conjured tome does not disappear afterward, although it may be in a language you cannot read.  Starting at 6th level, the tomes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Objection!

Beginning at 6th level, the Prime Law allows you to beseech the Grand Judge (i.e. the DM).  When you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.  You can use this feature after the roll but before learning if it's a success or failure.  You (the player) must shout "Objection!" to use this feature.

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

Summary Judgment

At 10th level, you can quickly deal with weak foes in the same way you deal with weak cases.  You automatically know when a creature within 60 feet of you that you can see is below 1/4 of their maximum hit points.

When you hit a target below 1/4 of their maximum hit points with a weapon attack, and it is still above 0 hit points after taking the damage, you (the player) can say "Your Honor, I would like to move for summary judgment."  If you do so, the target takes additional damage equal to your Barbarian level + 5.  Once you use this feature, you can't use it again until you finish a short or long rest.

Motion to Dismiss

When you reach 14th level, you learn the Prime Law's mightiest attack. On your first turn in combat, you (the player) can say, "Your Honor, I am filing a motion to dismiss."  If you do so, you can cast Banishment and concentrate on it even if you are raging.  Casting Banishment in this way takes no action.  Intelligence is your spellcasting ability for this feature.

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

 

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