Lawyer (5e Class)

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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

Minor Tongue[edit]

At 1st level, with your witty tongue you can convince the law to buy into the fact that you didn't commit any very minor crimes that are called "infractions" and typically are violations and not really a crime. Discuss with your DM what "infractions" you can get away with, some "infractions" could be speeding with a horse/car (If the DM has traffic laws) or negating to stop at a sign or person of law that tells you to stop. You can use this feature equal to your charisma modifier.

I am Law[edit]

At 1st level, you are noticed among courts and places of law due to you being a part of the law.

Tongue I[edit]

At 2nd level, you studied a language to use in the court of law. You learn an additional language.

Lawyering Style[edit]

At 3rd level, you chose a Lawyering Style. Choose between a Judge or Arcane Lawyer,all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 18th level.

Ability Score Improvement[edit]

When you reach 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.

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<!-Class Option 2->[edit]

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Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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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:

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