Base Class: Warlock
Lawyers usually stay unnoticed between the planes of existence. Spending their time experimenting with the rules of everything and infuriating even those that break said rules. Lawyers normally choose warlocks that managed anger gods with actions they can't punish because of their own rules or actual lawyers of the law the proven themself sly enough to earn their powers.
Lawyers themself actually don't have the same origan as most gods. They are either Mortals that bended rules to take the place of other gods, tricked the gods into given them their powers or were created by lawyers themself to continue their legacy of godly torment.
Expanded Spell List
The Lawyer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Lawyer Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
The Rules
Half the battle is knowledge. Knowing the rules in and out is crucial for a Lawyer or else he wouldn’t know how to bend them in his favor. Starting at level 1 your patron presents you with the so called “Rulebook”. The Rulebook can be of any shape with at least one page like a thick tome or a small magazine and even a simple scroll. The pages can only be read by you and all others see a blank piece of paper. There content also changes depending on the recalled rules of existence.
While reading your Rulebook you gain the following benefits:
- You know the laws of the land or city you're in. The DM will notify you if what you or others that you can see are doing is illegal
- You can use an action to learn the current hit points, immunities, resistances and vulnerabilities of a creature of your choosing. You need to know a name for said creature, be it urban or scientific, to use this feature. You can use this feature a number of times eaqual to your proficancy bonus. You have advantage on all skill checks to Remember the Scientific term of any creature.
- You can cast identify once without any components or using any spell slots. The casting time is 1 hour if you don’t know the name of the object. You can use this feature again after a Long Rest
When you choose the Pact of the Tome your Rulebook can funktion as your Book of Shadows. When you lose your Rulebook you can preform a 1 hour ceremony. After this ceremony Your Rulebook will teleport or remanifast itself in your hands.
Loophole
Starting at level 6 you can open an extradimensional space within 5 feet of you on a wall you are touching. The opening will be large enough for a medium creature to squeeze through and contains a 15 by 15 feet room. The room is dark and only contains enough oxygen for 24 hours which have to be divided by the number of creatures inside. The space exists outside the magical weave and acts as a anti magic field. The space stays open for as long as you are inside or touching the wall 5 feet around the opening. Any creature can enter the space without restriction, only gases and free flowing fluids can`t flood the space or leave it. When the space closes again all items and creatures inside are forcefully removed and placed in a free space near the initial entrance. All creatures and non-magical items removed in this manner receive 1d6 force damage. Fluids or gases released in the space are destroyed. Items like a bag of holding or portable hole that contain a space larger than there outside can`t be brought into the space.
Once you use this feature to open a space you need to finish a long rest before you can open it again.
Objection
Lawyers feel Errors like a poke with a needle and feel an almost uncontrollable urge to correct.
Starting at level 10 you gain the ability to call a creature out on its mistakes which will be punished by the fundamental rules of the universe. When a creature that you can see within 60 feet of you dose something illegal (Assault, Murder, Theft, etc.) You can use your reaction to call out said creature. The creature must succeed on an Intelligent saving throw, the save uses your spell save DC. On a failed save the creature receives 2d10 force damage and is paralyzed until the end of its next turn if it succeeds its saving throw it receives half the damage and isn't paralyzed. You can use this feature a number of times equal to your proficiency bonus and regain all uses on a short rest.
Court of the Universe
The Court is what Lawyers call the place where it all gets discussed. Every rule and every loophole ever created is refined and checked through this entity. The Court isn't alive nor is it dead. It is no being but the natural order itself. As an action you can choose one creature with a CR of 8 or, lower within 60 feet of you that you can see and it must make an intelligent saving throw. On a failure the creature is instantaneously transported to the Court where it will be judged. Judging is out of your control and the creature must make death saving throws until it either succeeds or fails. Creatures with the good alignment have advantage on this saving throws. On a failure the creatures alignment is changed to lawful good and after 12 hours it reappears in an unoccupied space near you. The creature is charmed by you for the next 24 hours and will do its best to serve you. It will follow and protect you but will follow no commands given by you unless it chooses so. On a success the creature reappears in an unoccupied space near you with its original alignment and takes 3d10 force damage.
After the 24 hours the creature isn't charmed by you anymore and must perform a Wisdom saving throw using your spell save dc. On a success it changes back to its original alignment and stops protecting you on a failure it will keep its alignment until change through other means. The creature is from now on immune to the effect of this feature
Once you use this feature you must wait 1d4 days before you can use it again
Previous Versions
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10/5/2021 10:10:53 PM
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10/5/2021 10:14:07 PM
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Coming Soon
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