Bard
Base Class: Bard

Well versed in the laws, rules, regulations, and policies of the world, the College of Courts teach their protege how to perform not in a tavern or in front of the king's court, but rather the courtrooms of the world. Delegation and debate is their field, using any and all means to win their case.

Their prowess does not end at judge and jury, however. In the field, their knowledge of the laws of the world around them is their greatest asset. These bards excel in turning, twisting, and bending the rules to their benefit or their allies. Their inspirations are cool and calculated, giving advice to their friends or hindering the enemy with statutes of the universe.

Debate and Delegate

When faced against an equal in opposition, you know just how to gain the upper edge in either beating down your opponent, or swaying the jury to your favor. As an action, you may  cast Command, Calm Emotions, or Charm person without expending a spell slot. You can do this a number of times equal to your proficiency bonus. You regain expended uses at the end of a long rest.

Prosecute and Defend

Your lessons have landed you on both sides of justice, and as such you have the knowledge on how to bring out the best in your client, or the worst in your opposition. You may use your bardic inspiration on either an enemy or an ally.

When targeting an enemy, you may expend the inspiration die to reduce your choice of an attack, ability check or saving throw the target makes equal to the result on the die. When targeting an ally, the ally may expend the die as a reaction to gain resistance to the next source of damage dealt to them.

Cross Examination

The gathering of evidence and the interrogation process has become almost second nature to you, empowering your ability to detect the subtle hints and tells of a lie. You gain advantage on all Wisdom Insight checks.

You may cast Zone of Truth for free. When casting, you may choose a number of targets equal to your proficiency bonus to grant immunity to the affects of the spell. Targets affected by Zone of Truth lose the ability to recognize they are under its effects. Targets also have disadvantage on all Intelligence, Wisdom, and Charisma saving throws while under the affects of your Zone of Truth.

Guilty as Charged

You are the Law. You have fought, debated, and won your way through the ranks of your peers, favor with Judges, and learned all you can about the inner machinations of the world that make it tick. As such, you have extended your strengths, learning truths no matter what and done your research. You are judge, jury, and executioner. 

Judge: When a target affected by the spell Zone of Truth cast using Cross Examination leaves the area of effect, they remain under the spell's effects. The targets may begin to take additional saving throws at the end of each of their turns so long as they are outside the Zone of Truth area of effect.

Jury: Having done your research, you now understand all major rules and laws of the area around you, knowing what actions would break said laws and rules. Work with your DM on any important details when entering a new city, country, or plane of existence. 

Executioner: You have taught your allies how to deliver judgement. When an ally with bardic inspiration attacks a creature and hits, they may expend the bardic inspiration die to deal damage as though they dealt a critical hit.

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