Base Class: Bard
In the legal process a skilled enough practitioner can make truth all but irrelevant. Whether to find obscure past precedent or to blur the truth, College of Law bards are trained to bend the law in their favor. For a master of this college the law may stop being a set of rule but rather a tool to abuse when useful and ignore when inconvenient.
Lawkeepers Mind
At 3rd level your ability to recall information improves. You gain proficiency in (Intelligence) history checks if you don’t already have it. Any ability checks you make to recall information about laws or legal documents are made at advantage.
Legal Path
At 3rd level you pick your future legal path. You may choose to either use the law to attack you enemies or defend your allies. When you choose your path you gain features at certain levels based on your choice.
Defense
The path of the defense means you are willing to protect your allies, or the highest bidder, through any means you see fit. The truth only matters when it is helpful. You gain proficiency in Charisma (intimidation) checks and all you ability checks are doubled for this.
Prosecutor
Choosing the path of the prosecutor means you use your magic and law offensively. You are willing to get what you want by any means necessary. You gain proficiency in Charisma (intimidation) checks and your proficiency bonus is doubled for all of these checks
Legal Action
At 6th level your path grants you certain ways to use your inspiration.
Defense
You have the ability to mire the minds of your opponents . Whenever your force a creature to make a Wisdom saving throw you can use your reaction to expend a use of your bardic inspiration die. Roll the die and reduce the creatures saving throw by the number rolled. You can choose to do this after the roll is made but before the DM announces whether the roll succeeds or fails.
Prosecutor
You have the ability to impede the escape of your targets. Whenever your force a creature to make a Dexterity saving throw you can use your reaction to expend a use of your bardic inspiration die. Roll the die and reduce the creatures saving throw by the number rolled. You can choose to do this after the roll is made but before the DM announces whether the roll succeeds or fails.
Legislative Adept
Starting at 6th level you have become so good at interpreting laws that you are able to quickly asses any rules wherever you go. Once you have interacted with any type of society for 10 minutes, whether druid commune or continental empire, you can make a DC 15 Intelligence (history) check. If you succeed you know any relevant rule or law within the society. If you fail you can repeat the same check once every day.
For any society that you have succeeded the check you also know how to best circumvent these laws. Whenever you or an ally runs into trouble within any type of legal proceedings you can attempt to find a certain obscure precedent that prevents any actions to be taken against them. Make a Intelligence (history) check, DC listed below. If you succeed you or your ally is considered innocent and no legal action can be taken against them. This does not change a persons attitude against them.
|
Penalty |
DC |
|
Small fine |
8 |
|
< One Year of Jail time |
10 |
|
1-5 Years of Jail Time |
12 |
|
5-10 Years of Jail Time |
14 |
|
10-30 Years of Jail Time |
16 |
|
Life in Prison |
18 |
|
Death |
20 |
These penalties will not be universal across all societies and are meant to be used as a guidelines for the DM to determine the DC of the check.
Court Summons
At 14th level you can attempt to legally punish any creature you see. As an action you force one creature you can see within 30 feet of you to make a Charisma saving throw against your spell save DC. On a failure the creature is hurled into a harmless demiplane of your choosing. While there their entire history is examined and judged at blinding speed. After 1 minute the creature makes a Intelligence saving throw against your spell save DC. On a success the creature returns to the same spot it disappeared from or the closest safe position and also takes 10d6 psychic damage. On a failure the creature is locked within the demiplane permanently. You know whether the creature succeeds or fails this saving throw.
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