College of Prosecutors (5e Subclass)

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College of Prosecutors[edit]

Bard Subclass

Bards from the college of prosecutors are trained in the science of law. After studying for many years and graduating with honors, the most skilled amongst the students is chosen to represent the state in a legal case, acting as the accusatory arm of the legal system. Bards who choose to become prosecutors are often idealists, who seek to uphold the moral values of their people, by bringing criminals to justice. Others, however, choose this path for less than honorable reasons, becoming prosecutors only for the power and prestige associated with this profession.

Bards who choose the College of Prosecutors can use a legal book (such as a Constitution) as a spellcasting focus for their spells.

Moral Judge

Starting at 3rd level, you have a knack for evaluating someone's character. Whenever you make an Intelligence check to recall legal information, or a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 9 or lower on the d20 as an 10.

Against Facts There's no Arguments

At 3rd level, you gain the ability to clearly state your case and convince someone from the facts of a case. Whenever you roll a 15 or higher on a Intelligence check to research or analyze a piece of information (after adding your modifiers), you have advantage on your next Charisma (Persuasion) check to convince someone from the truth you know about that fact.

Objection

Finally at 3rd level, whenever you roll a 15 or higher on a Wisdom (Insight) check to perceive the lies of a creature, or whenever a creature you can see casts a spell from the enchantment school, you can use your reaction and roll a Bardic Inspiration die, to reduce the creature's Charisma (deception) check or save DC by the amount rolled.

Truth Seeker

At 6th level, you can extract the truth from the creatures you interview. You gain the ability to interrogate a creature. You can spend 10 minutes talking to a creature to break it and cause it to open up to your questions. If the creature is restrained for the duration, you don't need to make a check.

During this part of interrogation, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life but doesn't include secrets. You also gather the surface thoughts of that creature, as if you had cast detect thoughts on that creature.

After this 10 minutes, you can spend 1 hour to use advanced tactics of interrogation, such as manipulation or torture. If you choose manipulation, you must succeed on a Charisma (deception), (Persuasion) or (Intimidation) contested by the target's Wisdom (Insight).

If the target has three consecutive successes, this feature don't works on that creature for the next 24 hours. On a success, you break the target. The target can't speak a deliberate lie for 1 hour, and will immediately answer all questions asked directly if it knows the answer truthfully for the next 10 minutes.

Probing Magic

Also at 6th level, you add detect thoughts and zone of truth to your list of known spell. They don't count against your maximum number of spells known.

Deductive Logic

At 14th level, you can try using logic to deduct and piece together evidence to find the truth about a situation. You can spend 1 minute concentrating on a specific topic. You can make three questions to your DM, that can be answered with a yes or no, and make an Intelligence (Investigation) check with a DC of 15. The DM must truthfully answer those questions on a success. On a failed attempt, you suffer 1 level of exhaustion. On a failure or a success, the DC increases by 5 after whenever you use this feature. The DC resets to 10 after a long rest.

Once you use this feature, you can't use it again until you finish a short or a long rest.

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