Lawyer (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Lawyer[edit]

Lawyers are cunning and sometimes even dirty to get what they want. Always known to get them or others out of bad situations. Manipulating the situation and twisting others words into their favor and convincing many under a twisted truth.

Charismatic Maniac[edit]

A handsome young adult human male presented in a courtroom, chattering happening between the crowd about the recent deaths of two noble men are faced upon his client that has evidence stacked against him, a knife. The judge silences the courtroom and asks the man if he has anything to say in his client's defense. The cunning human smirks and answers him with a yes and explains that if the knife had been his client's fault, would'd they want to check and trace it back to its current owner. The judge asked of that and they have had the knife checked for and it came back to one of the other suspects Turing the case into a winnable argument for the client.

A rough female orc pointing at an attacker in leather armor. Suddenly, a steel caged box with bars encage the creature but not before the lawyer whispers to her bodyguard to turn him in to be tried for attempted murder.

Creating a Lawyer[edit]

What inspired you to become a lawyer? Was it an interesting hobby? An inheritance? Were you in a guild of lawyers that raised you?

Quick Build

You can make a Lawyer quickly by following these suggestions. First, charisma should be your highest ability score, followed by intelligence. Second, choose the Diplomat background. Third, choose a dagger, diplomat's Pack, and a forgery kit.

Class Features

As a Lawyer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Lawyer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Lawyer level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, Improvised weapon
Tools: Artisan Tool
Saving Throws: Charisma, Intelligence
Skills: Chosse from three: persuasion, deception, intimidation, insight, investigation, perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Dagger or (b) A Club
  • (a) A Diplomat's Pack or (b) A Scholar's Pack
  • (a) A Disguise kit or (b) A Forgery kit
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Lawyer

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Rhetoric[edit]

At 1st level, you have studied the art of debate. You can use your Intelligence modifier, rather than your Charisma modifier, for Charisma (Deception), (Intimidation) or (Persuasion) checks, or for Wisdom (Insight) checks made to detect a lie.

Legal Practice[edit]

Starting at 1st level, you have studied law, rhetoric and philosophy. You have a pool of practice dice equal to your Intelligence modifier (a minimum of once). Whenever you make an Intelligence, Charisma or Wisdom (Insight) check, you can roll your practice dice and add to the result. As a Reaction when you see a creature making a Wisdom (Insight) or Charisma check, you can roll this dice and reduce from the result.

You regain any expended uses when you finish a long rest. Your Rhetoric die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Academic Knowledge[edit]

Starting at 2nd level, you gain proficiency in all Intelligence; Wisdom (Insight) and (Persuasion); and Charisma checks you make that don't already add your proficiency bonus. You also gain proficiency with the Calligrapher's Tools.

Legal Counsel[edit]

At 2nd level, during a short rest, you can give legal advice to one or more nearby creatures. That creature gain Advantage on any Intelligence checks related to law,or in the next Charisma (Deception), Charisma (Persuasion) or Wisdom (Insight) check it makes. At higher levels, you can give advantage the next two checks at 9th level, three checks at 13th level and four checks at 17th level. This advantage is lost after 8 hours if not used.

Legal Expert[edit]

At 3rd level, you gain expertise in Insight and Persuasion, and you have Advantage on all Intelligence checks made to recall or research legal information.

At 10th level, you gain expertise in Deception and Intimidation, and have Advantage on all Charisma checks made during a legal discussion or trial.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Continuous Practice[edit]

Beginning when you reach 5th level, you regain all of your expended uses of Practice Dice when you finish a short or long rest.

Counter Argument[edit]

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start an argumentation that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The argumentation ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Superior Practice[edit]

At 20th level, when you roll initiative and have no uses of Practice left, you regain one use.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses