Ace Attorney (5e Class)
Ace Attorney[edit]
All Rise[edit]
The polished doors slowly swing open, revealing a large court. As the jury watches from the sidelines, both sides of the Defense and the Prosecution ready for a battle of wits. Overall of this, a dwarf judge, balding, and a gray beard, watch overall. With a pound from his gavel, the trial officially begins.
"The defense is ready, Your Honor," shouts the halfling defense attorney, dressed in a very well kept blue suit and red tie, a hint of nervousness in his voice.
"The prosecution is ready, Your Honor," states the tiefling prosecutor, dressed to the nines in a maroon suit and a snow-white cravat, as calm as calm can be.
The trial continues as normal, the defendant is a high elf lady, accused of a murder most foul. The prosecutor tiefling calls upon his decisive witness, someone who has definitely seen the crime.
The witness, a Dragonborn, tells his tale of how the elf showed no remorse killing the victim with her maul.
"Wait a minute," the defense halfling thinks to himself. He searches through his Court Record and analyzes the photo of the crime scene. "The murder weapon wasn't even found! How could this witness know if the victim was killed with a maul?"
Clutching the picture tightly, the halfling raises his arm and points to the witness, shouting the one thing all attorneys shout when they know something's wrong...
Fighters of the Law[edit]
“ | Wright? I hope you see the importance of evidence now. Also, hopefully, you realize, things change depending on how you look at them. People, too. We never really know if our clients are guilty or innocent. All we can do is believe in them. And in order to believe in them, you have to believe in yourself. |
” |
— Mia Fey, a defense attorney |
Lawyers have been the butt of many a joke, hated by most civilians. They're infamous for being manipulative, for only achieving victory for themselves, not for their client. But, Ace Attorneys are those that seek the truth, no matter how arduous it is or how long it takes.
Creating an Ace Attorney[edit]
When creating an Ace Attorney, ask yourself the following questions: What made your character decide they want to be a lawyer? Are they a defense attorney or a prosecutor? How well can they act under pressure and bluff? Or do they prefer to stick to the facts? Do they trust their client if they're a defense attorney, or will they stop at nothing to get the suspect a guilty verdict?
- Quick Build
You can make an Ace Attorney quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by the Constitution. Second, choose the Investigator or Trade Sheriff background.
Class Features
As a Ace Attorney you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Ace Attorney level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Ace Attorney level after 1st
- Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Any one type of artisan's tools, any one gaming set
Saving Throws: Intelligence, Charisma
Skills: Choose two from History, Investigation, Insight, Perception, and Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) leather armor or (b) a shield
- (a) any one artisan's tools or (b) any one gaming set
- (a) a diplomat's pack or (b) a scholar's pack
- If you are using starting wealth, you have 4d6 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Profession, Evidence, "Objection!" |
2nd | +2 | Investigative Work, "Hold It!" |
3rd | +2 | Profession feature, "Take That!", |
4th | +2 | Ability Score Improvement, No matter how bad it gets... |
5th | +3 | Extra Space |
6th | +3 | Bluff |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | No matter how bad it gets... |
10th | +4 | Even More Space |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | Turnabout |
14th | +5 | Lawyer's Assistant |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | A lawyer always smiles feature |
18th | +6 | Spirit of Justice |
19th | +6 | Ability Score Improvement |
20th | +6 | Turnabout Master |
Profession[edit]
At the first level, you choose a profession. You can either be a defense attorney or a prosecutor, both detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 19th levels. Both sides will give you a badge, proving that you are either a defense attorney or a prosecutor.
Evidence[edit]
The ammunition for every lawyer. You obtain a collection of items used for trials. At the start of the campaign, as you search for a location for clues, or (if you have a team) at the end of every long rest you may roll 1d8 to determine what evidence you start with (Roll twice at the beginning of a campaign). You may reroll any duplicate rolls except for 1 and 2. While speaking to NPCs, you may present a piece of evidence. You may present a number of times equal to your Intelligence modifier.
1d8 | Evidence |
---|---|
1 | Nothing: You couldn't find anything. |
2 | Bad Evidence: You find something that has zero relevance to your case. When presenting this evidence, you gain a disadvantage on your next roll, regardless if it's a skill check, an attack roll, or a saving throw. |
3 | Murder Weapon: You find what is obviously a weapon used to murder someone. When presenting this evidence, you may add your proficiency bonus to your next Intimidation check. |
4 | Watch: You find a small watch. When you present this evidence, you may observe the time of the day at which a certain event took place. |
5 | Vase: You find a vase containing some sort of flowers (and perhaps hidden evidence.). When presenting this evidence, you may add your proficiency bonus to your next Persuasion check.
DC15 Investigation check to find something in the vase. re-roll on this table. |
6 | Photo: You find a black and white photo. When presenting this evidence, you may add your proficiency bonus to your next Perception or History check. |
7 | Documents: You find a file filled to the brim with relevant documents. When presenting this evidence, you may add your proficiency bonus to your next intelligence check. |
8 | Communicator: You find a small device, capable of sending messages at lightning speed to a particular person (target must be willing). When presenting this evidence, you may cast the message cantrip. |
"Objection!"[edit]
Ace Attorneys know how to shake up their opposition. Your objection serves as a class-unique cantrip with the following qualities: a range of 60 feet; vocal and somatic components; attack spell dealing 1d10 force damage upon hit (adding another 1d10 at levels 5, 11, and 17) and the target must make an intelligence save of 8 + your Int mod + Prof. bonus or be pushed back 10 feet.
Investigative Work[edit]
Evidence is everything. Sometimes finding a contradiction in the evidence is all you need for a case. The Ace Attorney gain proficiency in the investigation. In addition when cross-examining evidence they gain an advantage.
"Hold it!"[edit]
Ace Attorneys Know how to spot inaccurate Statements. When you spot something that either CONTRADICTS your evidence or needs to be elaborated on more you can use "Hold it!" When you use this ability you are able to paralyze the target with fear. Paralyzing them for 3 turns if they fail an int check which is 8 plus proficiency and int mod. if fail they gain advantage next time you do it to them after you do it to a creaure you must wait 24 hours before you do it on that specific creature again.
"Take That!"[edit]
At the 3rd level an Ace Attorney has learned to berate and demoralize enemies by confronting them with evidence of their crimes.
As an action, if you know of a crime someone as committed, you may make a ranged spell attack by presenting a piece of evidence.
You use your Intelligence modifier for attack rolls, and the save DC is 8 + your proficiency bonus + your Intelligence modifier.
Evidence | Effect |
---|---|
Bad Evidence: | When presenting this evidence, you may make a ranged attack to toss this evidence, dealing 1d4 bludgeoning damage. Bad evidence is considered as a nonmagical improvised weapon. After tossing this evidence, you lose it. |
Murder Weapon | When presenting this evidence, you can spout 3 accusations at creatures you can see within 20 feet of using this weapon. You may select a different target for each accusation or a single target of multiple accusations and must make a spell attack roll for each with a disadvantage. On a hit Each accusation does 1d4 + your Intelligence modifier psychic damage, and half that on a fail. |
Watch | When presenting this evidence, you can call into question a target alibi for a crime. You make a spell attack roll with advantage and deal 1d8 + your Intelligence modifier force damage. |
Vase | When presenting this evidence, you target a point within 20 feet of you. You blame all creatures within a 10-foot radius of that point of adding in hiding evidence, each creature must make a Intelligence saving throw to contest a save DC equal to 8 + your proficiency bonus + your Intelligence modifier. (If a target truly did help in hiding they have disadvantage on the save.) Every creature that fails that saving throw takes 2d6 + your Intelligence modifier psychic damage, and only half as much if they succeed. |
Photo | You show a black and white photo of the targeted creature committing the crime. Instead of presenting this evidence as an action, you may present it as a bonus action, The target must make a Intelligence save at a DC of 8 + your proficiency bonus + your Intelligence modifier. On a fail, the target becomes ether charmed or frightened by you for 1 hour. On a success nothing happens and the target is immune to Photo for the next 24 hours. |
Documents | You find a file filled to the brim with relevant documents. You place the file in front of the targeted creature and start talking about it. You make intimidation vs the targets Intelligence or Charisma saving throw. If you succeed the target charmed by you until a you or they take a long rest. If you fail they become immune to Documents for 24 hours. |
Communicator | You use the communicator to have the person it is attached to threaten, berate, or entreat a target within earshot. You can use this to do one of two things.
1. Cast the Vicious Mockery cantrip 2. Use the Cutting Words bard feature. |
Ability Score Increase[edit]
When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
No Matter how bad it gets[edit]
At 4th level, you get the ability to try and get an extra day to investigate the scene of the crime and talk to the witnesses outside of court for possible information. You can do this a maximum of 2 times a trial.
A Keen Mind[edit]
When you reach 5th level, you've learned to always keep your cool under fire and to get the verdict you want. You have an advantage against rolls to be intimidated, persuaded or charmed
Extra Space[edit]
When you reach 5th level, your effective range of the spell attacks using your evidence increases from 20 feet to 40 feet. At 10th level, it goes up to 60 feet.
Bluff[edit]
At the 6th level, An Ace Attorney knows how to also confuse the opposition with out-of-nowhere statements. You are now able to fire two attacks in one turn.
Checking the Court Record[edit]
When you reach the 10th level, you can see the evidence you have to make a powerful statement, for 5 turns all attacks done will apply your int modifier twice. this ability can be used twice before needing a short rest.
Turnabout[edit]
At level 13, You've practiced the ways of turning a case on its head. during this crucial moment during a trial, it is up to you to get the verdict you want. for one turn all attack rolls you do have an advantage and you can take 3 turns worth of actions as you want but the moments you fail a roll your turn is over and you are stunned for 2 turns. You do not get stunned if all your rolls succeed. you can use this ability once per long rest.
Lawyer's Assistant[edit]
At 14th level, you get the ability to have a sidekick, they may help you our switch out with you if they have anything to add or a question to ask. They can also object, take that, or hold it to any statement said if they notice something you didn't.
A Lawyer Always Smiles[edit]
At the 17th level, A Lawyer should always be optimistic in the face of a trial. When in a corner during a trial, an Ace Attorney always makes the last-minute deduction to solve the case and win the trial. Three times per long rest, when your back in a corner you can use your amazing deduction skills do find another clue in a case, so you can add your investigation stat to any roll you make.
Spirit of Justice[edit]
at the 18th level, When you gain this ability you can the ability to know what is the right thing to do based on your ways. If your a defense attorney than you believe that anyone that's being accused has a right to a second chance and your bonus to defending your client is doubled and enhanced. When you go and take damage for your client the damage is halved. If you're a prosecutor than you believe that any accused are to be brought to justice at any cost and your bonuses damage against the client are doubled and enhanced as well. The distance for them to be forced to roll with disadvantage has increased to 40ft.
Turnabout Master[edit]
When you reach the 20th level, You have advantage and expertise on all rolls involving your case and if you are in court as you go into a state called" Turnabout mode" this mode allows you to channel your inner judgment and allows you to be ace Attorney you were born to be. You gain expertise on all rolls that have profiency, You have an advantage on all rolls before or during the trial as long as it relates to your case. However this mode lasts 4 turns and you have to wait 2d10 days in order to use it again.
Professions[edit]
Lawyers can either become Defense attorneys or Prosecutors
Defense[edit]
Defense lawyers are those who seek to gain a "Not Guilty" verdict for their clients. Most Ace Attorneys start off their careers defending the innocent in court, usually seeing the impossible as just simply possible.
- Badge You inspire trust from the wrongly accused, and people look up to you. If you display your badge, you gain proficiency in persuasion. If you already have proficiency in persuasion when you gain this feature, you gain an advantage in persuasion when you are talking to someone who is wrongly accused.
- Client
A defense lawyer is nothing if they don't have someone to defend. Beginning when you choose the Defense Profession at the 3rd level, at the end of every long rest, you may select any friendly creature in your party to be your client. Once you have chosen your client, they gain the following benefits while you can be seen and are within 10 feet of them:
- Attacks made against your client are rolled with disadvantage.
- The client gains advantage on all saving throws.
- While your client is taking damage from a successful attack roll and while you wielding a shield and are within 5 feet, you may spend your reaction to run over to your client to take the damage dealt instead.
- Defending Way
Attorneys have their own unique origins, but for defense attorneys, they look up to those who smiled brightest when things seemed dark. Beginning at 3rd level, you may select one of the following origins of your Defending Way. This choice may affect other features gained at later levels:
- The Light of Wright. You've studied the technique of famed defense attorney Phoenix Wright, a man who never gave up on his clients and persisted through sheer determination even when things seemed to be at their darkest. When you choose this Defending Way, whenever the prosecution as the momentum a Light of Wright ace attorney can add 1/3 of their ace attorney level to insight and investigation checks.
- The Way of Fey. You've studied the techniques of Mia Fey, mentor of Phoenix Wright and user of the Kurain Channeling Technique due to her bloodline. When you choose this Defending Way, you gain a small jewel called a magatama. This piece of jewelry grants the wear use of the Speak With Dead spell. The magatama has a max of 1 charge. At dawn each day roll a d6, on a 4, 5, or 6 the magatama regains 1 charge. RESTRICTIONS: Due to the mystery of the Fey bloodline, only females can master the techniques of spirit channeling. As such, you may only select and use this Defending Way if your character is a female. If you wish to not have this restriction, consult with your DM on how your character uses this feature.
- The Substance of Justice. You've studied the techniques of Apollo Justice, a young lawyer who can "tell" when people are lying to him. When you choose this defending way, you gain a bracelet of truth. With this bracelet, which only works on you, you can always tell if someone is lying to you, and you can use your perception instead of your insight when making insight checks. Additionally you gain a +1 to insight checks.
- The Likes of Cykes. You are an empath like no other, with a remarkable ability to read the true emotions of the people you encounter. As such, you gain an advantage in insight. In addition to this, you are armed with a gadget called Widget, which allows you to use the Calm Emotions spell. Widget has a max of 3 charges. Before a long rest, roll a d8. On a 1 or 2, you regain no charges; on a 3 or 4, regain one charge; on a 5 or 6, regain two charges; on a 7 or 8, regain three charges.
- Superb Defense
Starting at 3rd level, an Ace Attorney gains twice the proficiency bonus in the Charisma(Persuasion)or Charisma(Deception) skill. If the Ace Attorney is not trained in the skill they gain proficiency in it but do not double the bonus.
Prosecution[edit]
Prosecutors are those that seek the truth from criminals, getting a "Guilty" verdict for their suspects. While there are very few cases of a prosecuting Ace Attorney, they will not relent in the search for the truth, even if it means using certain underhanded tactics.
- Badge Nothing scares a criminal more than knowing that a prosecutor shall find them and expose them. If you display your badge, you gain proficiency in intimidation. If you already have proficiency, then you gain an advantage in intimidation if you are dealing with a criminal.
- Suspect
A prosecutor is nothing if they can't find the criminal. Beginning when you choose the Prosecution Profession at the 3rd level, during combat, you may spend a bonus action accusing any hostile creature you can see, making that creature a suspect. Once you have chosen your suspect and you are still able to see it, the following effects are set:
- Attacks made by you and any ally within 10 feet of you have an advantage on attack rolls made against the suspect.
- The suspect makes saving throws with disadvantage.
- Whenever you attack another creature, you may spend a bonus action to move up to half your feet rounded down. This movement does not provoke an opportunity attack.
- Prosecuting Way
Attorneys have their own unique origins, but for prosecutors, they look up to those who were relentless in bringing criminals to justice. Beginning at 3rd level, you may select one of the following origins of your Prosecuting Way. This choice may affect other features gained at later levels:
- The Worth of Edgeworth. You've studied the technique of famed prosecutor Miles Edgeworth, a cold, calculating, and logical man. When you choose this Prosecuting Way, Whenever you have full evidence, you may select one piece of evidence to update it. You may reroll on the Evidence table and must take the result unless the result rolled is Nothing or Bad Evidence, in which case you may reroll again.
- The Dharma of Von Karma.You've studied the ways of the "King of prosecutors" known as Manfred von karma, a ruthless, cold, and undefeated prosecutor that decimated all he faced in court. When you chose this prosecuting way, You first gain proficiency in intimidation if you already have proficiency than you gain expertise, You also gain the ability to always have the information you need when figuring out a case or mystery as long as you roll for history and get a 16 and above.
- The Know of Godot.You've mastered the ways of Godot, a cocky, collective, and confident man that has his heart out for coffee. When you chose this prosecuting way, you have an advantage on all rolls involving history, evidence, and coffee. You are now able to add your proficiency to all rolls as long as you have and use a mug of coffee in court. Oh and you now have proficiency in coffee for obvious reasons.
- The Therein of Gavin.You've known the ways of Gavin for some time now, a man that brings a kind attitude to the courtroom, a man that despises investigation. You gain proficiency in a musical instrument of your choice, You also roll with a disadvantage when rolling for investigation.
- The Skill of Blackquill.You've to practice day and night the ways of the Twisted samurai known only as Simon Blackquill, a master of psychological warfare with his tricks always kept up his sleeve, ... and sword. When you chose this prosecuting way, You gain proficiency in martial weapons and animal handling. You also gain expertise in persuasion and deception if you aren't proficient in these two than you gain proficiency but not expertise.
- Relentless Prosecution
Starting at 3rd level, an Ace Attorney gains twice the proficiency bonus in the Wisdom(Insight)or Charisma(Intimidation) skill. If the Ace Attorney is not trained in the skill they do not choose, they gain proficiency in it but do not double the bonus.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the ace attorney class, you must meet these prerequisites: 13 Intelligence
Proficiencies. When you multiclass into the ace attorney class, you gain the following proficiencies:
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