Bard
Base Class: Bard

The College of Law is an esteemed institution that trains bards in the art of rhetoric, logic, and the power of the spoken word. Those who follow this path are masters of persuasion, capable of turning debates into weapons and justice into a battlefield. Whether arguing in a royal court, a street trial, or a heated battlefield dispute, these bards bend the law to their will.

Legal Expertise

3rd-level College of Law feature

You gain proficiency in Insight and Persuasion. If you already have either skill, you double your proficiency bonus when using it .You learn the Command spell. It counts as a bard spell for you but doesn't count against the number of bard spells you know. Additionally, you can cast it once per long rest without using a spell slot.

Legal Argument

3rd-level College of Law feature

Your skill in logical and compelling arguments enhances your ability to influence others. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can use Intelligence instead of Charisma for the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Objection!

6th-level College of Law feature

Your knowledge of legal loopholes lets you interrupt an enemy's action. When a creature you can see within 60 feet takes an action, you can use your reaction to force it to make a Charisma saving throw (DC = your spell save DC). On a failure, the creature must choose a different action or waste its action. On a success, the creature proceeds as normal but has disadvantage on its next attack roll or ability check before the end of its turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Legal Defense

6th-level College of Law feature

Your ability to twist the law allows you to turn the tables on attackers. When an ally within 30 feet takes damage, you can use your reaction to sue the attacker in an instant trial of wits. The attacker must make a Charisma saving throw (DC = your spell save DC). On a failure, the attacker takes psychic damage equal to half the damage they dealt. On a success, the attacker is briefly rattled, giving the next attack against them advantage before the end of their next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Supreme court

6th-level College of Law feature

Your mastery over law and order lets you transport yourself, a target creature you can see, and all allies of both sides into a courtroom. In this place, no one can harm anyone else. Each side gets three turns to plead their case before the Supreme Judge (the DM).

You choose a crime that the creature is accused of. Each turn, you must convince the judge that the creature is guilty, while the creature and its chosen lawyer argue for its innocence. At the end of the third turn, the Supreme Judge picks one of the following verdicts:

  • Not Guilty – You and the creature are teleported back to where you were before.
  • Fine – The creature must pay a sum of gold chosen by the judge, or take an equal amount of damage instead.
  • Prison – The creature is transported to a harmless pocket dimension for a duration chosen by the judge.
  • Death Sentence – The creature instantly dies and cannot be revived.

You can use this feature once per 1d4 days due to the paperwork required.

Additionally, you can cast Zone of Truth at will, without expending a spell slot. When you cast Zone of Truth using this feature, you can choose to make the affected area visible only to specific creatures, allowing them to see who is under its effect.

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2024 9:19:14 AM
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3/4/2025 3:26:29 PM
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