Wizard
Base Class: Wizard

Wizards who learn the rules of the world.

Investigator

When you choose this wizard subclass at the 2nd level, you receive expertise in the ability investigation. If you are investigating something related to crime, you gain advantage.

Lawful Aura

Beginning at 2nd level, you gain an aura of 30ft, you can enable or disable your aura with an action. When your aura enabled, creatures ( except for you ) that are attempting to commit crime has to roll an intelligence saving throw, save dc 15. If they succeed, they become aware of the consequences of crime, on a fail, they continue to commit the crime, If the creature successfully commits the crime, they take 1d10 + your intelligence modifier radiant damage, and the guards are alerted of the crime. Additionally, because the authorities believe you are incapable of crime, you will be able to get away with minor crimes ( At your DMs approval ).

Justice Precision

Starting at 6th level, when you miss an attack spell towards any creature within your aura, you can use your bonus action to make the target roll an intelligence save, 15 save DC, on fail, they get hit by the spell, or take half the damage on a save. The creature does not receive any additional effects of the spell

You can do this once a short rest.

Watchful Authority

Beginning at 10th level, your aura expands to 60ft. Any guards in the aura becomes aware of any creature that has committed crime in the past 24 hours ( except you and your allies ).

You can use your action to force a creature to roll an intelligence save, 15 save DC, on fail they become frightened, creatures that has committed crime before automatically fails the save.

You can do this once per long rest.

Divine Punishment

Starting at 14th level, you can call on the gods of justice to judge any creature inside your aura of your choice. The creature must roll a pure 1d20 dice. The effects will depend on the roll:

  • 20 : you take damage equal to your level times 3
  • 15 or above : nothing
  • 10 to 14 : They take 5d8 radiant damage
  • 5 to 9 : They take 5d8 damage and becomes frightened of you for 2 turns
  • 2 to 4 : They take 5d10 damage and becomes paralyzed for 2 turns
  • 1 : They take damage equal to half of their max HP, and becomes stunned for 1 turn.

If the creature has committed crime before, they have disadvantage on the roll.

You can do this once per long rest.

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