Warlock
Base Class: Warlock

Sometimes, groups of godlike beings need boundaries amongst one another and what follows is an agreement limiting both, or all sides. Other times, these groups have conflicts because the requirements of these agreements couldn't be met. Such matters are observed and evaluated by the only organization in the multiverse with the ability to bind beings of godlike power, The Interplanar court. The Interplanar Court chooses impartial mortals to bestow the gift of magic upon. In return, the impartial mortals swear to serve the court and come together to enforce its rules against any disruptive sides if necessary. Thus, the given powers are often empowering their persuasive skills as well as their abilities to recall terms of agreements and to enforce them.

The Warlocks of the Interplanar Court are countless, spread around different realms, and they do not gather unless there is a threat that concerns them all. Instead, they are appointed as the guardians of specific matters. These matters can range from the energy supply Archfey may trade to Fiends in return of freeing eternal fey hostages, to the agreement a court of gods make amongst themselves to divide mortal lands, banning each other from their territory. 

The Interplanar Court Expanded Spells

Level 1 - Command, Shield of Faith

Level 2 - Detect Thoughts, Zone of Truth

Level 3 - Motivational Speech, Spirit Guardians

Level 4 - Confusion, Divination

Level 5 - Dominate Person, Planar Binding

The Rule Of Law

Starting at 1st level, The Interplanar Court gives you the ability to always have applicable magic, as the representative of the greater law. Your spells and cantrips cannot be deflected through the use of magic. They can be avoided naturally, as described in the respective spell. However, they cannot be countered through the use of a spell such as Shield or Counterspell. If someone affected by your spells carries any magic items whose magical properties grant them:

- Bonus to Armor Class

- Advantage or Bonuses to Saving Throws

- Any other magical effect that is considered when they are being affected by the spell

The creature cannot gain the said advantages against your spells and cantrips. Subtract any bonuses and nullify any advantages caused by magic.

Legal Field

Beginning at 6th level, The Court gives you the opportunity to choose a branch of its legal procedures. You can only pick one branch. Your branch gives you additional abilities at 10th and 14th levels, as specified in their descriptions.

Constitutional Law

You choose to specialize not in any ordinary legal procedure, but the core principles the court has restricted the entire multiverse upon.

Criminal Law

You choose to specialize in criminal law, requiring you to acquire much needed abilities to hunt down criminals that oppose the ideals you were sworn to protect and bring them to justice.

Property Law

You choose to specialize in property law, protecting creatures’ rights to own the things they own, as well as limiting what a creature can or cannot own.
 

Legal Field Feature 1

Which feature you acquire depends on your legal field.

A Much Needed Assistant

  • Beginning at 6th level, The Court gifts you its signature assistant to help you protect matter, called a “Paragorgon”. The Paragorgon is a small construct. It obeys all of your orders and has a walking speed of 15 feet. It has 5 times the HP of your level in this class and an armor class of 15. It takes its action immediately after yours. It can interact with an object but cannot take bonus actions or reactions. It can do the following as an action: The Paragorgon casts one of the following spells: Fog Cloud, Entangle, Arms of Hadar. The Paragorgon has three 1st level spell slots.

Impartial Attorney

  • Beginning at 6th level, you are a master of interplanar knowledge. You gain proficiency in the Intelligence (Arcana) skill. You are also inclined to act determined, so you gain advantage on Wisdom saving throws against magic.

Interplanar Handcuffs

  • Beginning at 6th level, The Court grants you to conjure a magic item called “Interplanar Handcuffs” at will. The handcuffs disappear when you finish a long rest. You can conjure new ones at will, spending one minute of your time, though not more than one pair between each long rest. When you conjure them, you can determine their size and appearance, though they must be visible.
Interplanar Handcuffs
Wonderous Item, Legendary
These pair of handcuffs glow and radiate light in a 10-foot radius. They may only be used by a Warlock of The Interplanar Court. Any other creature trying to hold this item makes a constitution saving throw for every 10 seconds it is held, taking 10d8 radiant damage on a failed save or half as much on a successful one. This creature still cannot use the item.
A Warlock of The Court may use this item on a defeated or willing creature and choose one or more of the following effects:
  • If the creature died, it comes back to life as an Undead. It can speak for one minute, after that the creature dies again and this effect can’t be used on him anymore.
  • The creature cannot lie.
  • The creature cannot break the handcuffs in any way.
  • The creature is immediately transferred to be judged at The Interplanar Court. If the creatures are of Evil alignment, you receive gold equal to 50 times the creature’s challenge rating. (The Dungeon Master has the right to change the amount depending on the setting.)

 

Legal Field Feature 2

Which feature you acquire depends on your legal field.

Legislative Power

  • Beginning at 10th level, you improve upon the principles of the Rule of Law and swear to put the law first at all times. Your alignment changes to Lawful Neutral if it wasn’t already. Given your expertise, you are granted the ability to make changes to the all-binding laws of spellcasting. You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level in this class, you can replace one of your Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic. You gain all spent sorcery points when you finish a long rest.

Master Criminologist

  • Beginning at 10th level, your mastery of criminology grants you the ability to determine any creature's alignment as an action, though they feel this and can avoid the effect by succeeding on a Wisdom saving throw against your warlock spell save DC. If you determine the alignment of the creature and they are Evil, The Court grants you additional power to capture it. You have advantage on spell attack rolls against them and they have disadvantage on saving throws against your spell save DC for 8 hours or until you capture it. You can use this feature once after every long rest.

Objection

  • Beginning at 10th level, you become a master of limiting your opponent’s reach. You can cast the Wall of Stone spell as an action without expending a spell slot. You must finish a short or long rest before you can use this ability again. Additionally, your Paragorgon now has two 2nd level spell slots and cast the following spells as an action: Web, Cloud of Daggers

Legal Field Feature 3

Which feature you acquire depends on your legal field.

Life Sentence

  • Beginning at 14th level, incapacitating foes becomes much easier than killing them. When a creature takes damage from an attack you make or a spell you cast (including cantrips) but the creature doesn’t die or fall unconscious, you may choose to use this feature. Add 10d10 force damage to the previous damage to see if the creature drops to 0 hit points, if your DM rules that it does, you can incapacitate the foe with the help of this additional interplanar blow. If it is still not enough to take down the creature, it does not take any of the additional damage. Using this feature delivers the creature straight to The Court to be judged. Once you use this feature, you cannot do so again until you finish a short or a long rest. 

The Bond of Law

  • Beginning at 14th level, your dedication to bindingness of the law reaches its peak and gains material presence. As a reaction to any creature attacking or casting a spell, you can magically bind two creatures to one another. You choose the length of the bond to be any times of 5 feet between 5 and 20. The two creatures affected cannot use their movement, dash or disengage to move farther apart from one another. When they do so magically, they have to succeed on a strength saving throw against your spell save DC first. You can only create three bonds at a time. One creature can only be bound by two bonds at once.

The Right to Own Property

  • Beginning at 14th level, you become an expert at creating traps to protect items of value or any other purpose. Immediately after you roll initiative, you can designate two 10-foot-squares to imbue with the Court’s Trap. The locations are known to up to 10 creatures you designate. Any creature who enters or starts its turn in one of your traps must succeed on a dexterity saving throw or take 5d10 acid or fire damage (your choice). The location of the triggered trap is then known to everyone who can see the said spot. Additionally, your Paragorgon now has two 3rd level spell slots and can cast the following spells as an action: Stinking Cloud, Tidal Wave.

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