Base Class: Wizard
Law Mages are wizards dedicated to upholding the principles of order, justice, and structure throughout the multiverse. Trained in arcane schools where the study of laws —both mystical and societal— is paramount, these wizards learn to weave magic into binding contracts, enforce cosmic decrees, and maintain the balance between chaos and civilization. Law Mages are skilled in manipulating the Weave to impose restrictions on those who defy order, utilizing spells that bind, banish, or compel truth. Their grimoires are filled with ancient pacts and decrees, and their magic often carries the weight of authority, demanding respect from even the most chaotic of entities.
In battle, law mages are formidable opponents who excel in controlling the battlefield and neutralizing threats before they escalate. They can lock enemies within arcane prisons, silence the voices of those who would spread dissent, and even manipulate time itself to prevent breaches of law. Outside of combat, Law Mages serve as arbiters, mediators, and enforcers, often finding themselves at the center of political intrigue or cosmic disputes. Their presence is a constant reminder that the laws of the universe are not mere suggestions, but forces to be reckoned with. Whether acting on behalf of a planar court, a divine patron, or their own sense of justice, a law mage is a wizard whose power is as unyielding as the laws they uphold.
Level 3: Law Magic
At 3rd level you gain access to the spells listed for that level in list below. Once you gain access to these spells, you always have them prepared, and they do not count against the number of spells you can prepare each day. If you gain access to a spell that does not appear on the wizard spell list, the spell is nonetheless a wizard spell for you.
- Command
- Zone of Truth
- Calm Emotions
- Antilife Shell
- Forbiddance
Level 3: Investigatory Bonafides
At 3rd level, you gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks when analyzing environments. This benefit applies only when you can methodically and carefully observe details for at least ten minutes.
Additionally, you have advantage on Wisdom (Insight) checks against creatures within 10 feet of you with whom you can clearly see.
Level 6: Manifest Injunction
At 6th level, you master defensive magic, gaining permanent access to Feather Fall, Shield, and Counterspell.
You gain an extra reaction each round which can only be used for casting a spell. Additionally, when you use the Ready action to cast a spell, you regain your spell slot at the beginning of your next turn if the spell's casting isn't triggered.
Level 10: Arcane Precedent
At 10th level, you can study magical effects to create legal precedents. When subjected to a spell or spell-like effect, you can use your reaction to quickly assess it. For effects from a creature's spell or spell-like ability, the Arcana check DC equals their spell save DC or 10, whichever is higher. For other magical effects, the DM sets the DC based on the magic's complexity and power. On a successful check, you gain temporary resistance to damage from that effect and advantage on saving throws it forces for 1 minute. You may use this feature a number of times equal to your Intelligence modifier (minimum of 1) between long rests.
Alternatively, you can use your action to attempt an Arcana check to identify a spell or magical effect and gain these same benefits.
Level 14: Law Absolute
Starting at 14th level, you ignore resistance to non-bludgeoning, piercing, or slashing damage you deal. Additionally, creatures no longer have advantage on saving throws against your spells and abilities.
Moreover, you ignore creatures' temporary hit points when damaging them, as long as they understand a language you speak.