Wizard
Base Class: Wizard

Lawmages fight crime wherever it may rear its ugly head. They patrol the streets of Ravnica by day and night, root out criminals, and investigate corruption. The techniques taught to lawmages encompass everything they need to prevail against the unlawful: arcane ways to uncover the truth, how to subdue threats so that they can still be presented to a judge in an appropriate state, and the power of the written word.

Rules are the supreme power for lawmages,
and whoever violates a statute must be swiftly punished. Lawmages who break rules in the line
of duty do so either in the hopes that nobody witnessed their crime, or knowing that they will receive a proper sentence for their transgressions. In case of the latter, the lawmages accept their sentence, serve out their time or pay a fine, and are usually reinstated. In the eyes of the law, they are rehabilitated and no one speaks against accepting their services.

Agent of Order

Starting at 2nd level, you bring order to chaos. By using your reaction, you can replace any attack roll, saving throw, or ability check made by you
or a creature within 30 feet that you can see with a result of 10. You accrue the difference of the results in the form of Order points. For example, if the roll you replace is a 4, you gain 6 Order points.

Each time you use this feature, you take 1d6 psychic damage and you must make a DC 10 Constitution saving throw. This DC cannot be affected in anyway, nor can your saving throw
be affected by the Agent of Order feature from another lawmage. On a failed save, you gain 1 level of exhaustion. You can accumulate up to 100 Order points.

By spending 10 Order points, you gain the following benefits:

  • You gain advantage on one Wisdom (Insight) check to determine if someone is lying to you.

  • You gain advantage on one Strength (Athletics), Dexterity (Acrobatics), or Wisdom (Perception) check while pursuing a target.

  • You gain advantage on one Intelligence (Investigation) check.

The Codex

When you are initiated as a lawmage at 2nd level, you receive a special spellbook, called a Codex.
It contains a transcript of all valid statutes and is magically updated once there is a change in the law.
Whenever you make an Intelligence (History) check related to the law, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Additionally, the Codex grants you access to certain spells at specific wizard levels according to the Lawmage Spells table. You always have these spells prepared, and they don't count against the number of wizard spells you can prepare each day. Additionally, you can cast these spells without consuming spell slots as a bonus action by expending a number of Order points specified in the Lawmage Spells table.

wizard Level Spells

2nd

leash*                                                                      10 order points

3rd

mind spike                                                                20 order points

5th

sending                                                                     30 order points

7th

Otiluke's resilient sphere                                             40 order points

9th

geas                                                                          50 order points 

 

Leash

1st-level conjuration

Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Concentration, up to 1 hour

You summon a magic 15-foot-long leash to shackle a Large or smaller creature to your body. The target must succeed on a Dexterity saving throw or become captured. While captured, the target has disadvantage on attack rolls and Dexterity saving throws. If the target attempts to move more than

15 feet away from you, it must succeed on
a Strength saving throw. On a success, the target breaks the leash and is freed, but also takes 1d6 psychic damage.

I Am The Law

Starting at 6th level, you can use your Codex to transcribe new laws. Using an action, you enter one temporary postulate into your Codex. The new law persists for 1 minute. The postulate becomes known and valid to all creatures within 120 feet of you. A creature takes 1d6 psychic damage at the start of its turn if it has violated the postulate since the beginning of its last turn. The postulate must be valid for all affected creatures, including yourself, and it cannot be worded in a way to exclude certain creatures. Additionally, a postulate may only formulate one rule.

You regain the use of this feature after finishing a long rest.

Starting at 10th level, your leash spell improves. When you cast the spell using Order points, the target makes the Strength saving throw to break free at disadvantage, and takes 3d6 psychic damage on a success.

Arcane Archive

Starting at 14th level, you can use your Codex to access guild knowledge. You can add any desired wizard spell to your Codex by expending Order points equal to 10 times the spell’s level. You may cast this spell as a bonus action. The spell disappears from your Codex after finishing a long rest.

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