The Law (5e Subclass)
The Law[edit]
The Law is a patron who embodies the principles of order, justice, and unwavering regulation. This entity resides in a realm where absolute rules and codes govern all aspects of existence. It is neither inherently good nor evil, but instead focuses on the enforcement of rules, regardless of their alignment. The Law dictates that order must prevail, even if it requires harsh punishment, sacrifices, or morally gray actions.
Warlocks who pledge their loyalty to The Law find themselves bound by their patron's strict code, and they gain the power to uphold the rigid principles of law. This power manifests in a variety of ways, from enforcing discipline to doling out unrelenting justice. The Law is a patron for those who value structure, balance, and control, regardless of the cost.
- Expanded Spell List
The Law allows you to cast certain spells at higher levels, regardless of your warlock spellcasting abilities. These spells all reflect the themes of control, judgment, and regulation.
Level | Spell |
---|---|
1st | Command, Shield |
2nd | Hold Person, Zone of Truth |
3rd | Counterspell, Fear |
4th | Banishment, Greater Invisibility |
5th | Dominate Person, Wall of Force |
- Unyielding Edict
At 1st level, you can use your action to compel a creature you can see within 60 feet to say only the truth, as if on an area affected by the Zone of Truth spell. The creature can make a Charisma saving throw against your spell save DC to avoid the effect, otherwise is affected by it for 10 minutes or until it leaves the area within 60 feet of you.
Additionally, while judgement is Active, you have Advantage on Charisma (Intimidation) checks against that creature, and if the creature is Chaotic, you also have resistance to its attack.
You can use this feature a number of times equal to your proficiency bonus, regaining uses after finishing a Long Rest.
- Judgment’s Reach
At 6th level, the Law’s power grants you the ability to enforce its will over a wider range. As a bonus action, you can designate a creature within 60 feet to be judged. For the next minute, you can add your Charisma modifier to the damage rolls against that creature, as a manifestation of the Law’s judgment.
Additionally, if the creature attempts to break a rule or ignore the law, you can use your reaction to impose disadvantage on that action. What counts as a rule varies from place to place, and is ultimately decided by the DM.
Once you use this feature, you can’t use it again until you finish a short or long rest.
- Unwavering Conviction
At 10th level, the Law’s influence over your soul strengthens, making you unshakable in your pursuit of order. You gain advantage on saving throws against being charmed, frightened, or paralyzed.
Additionally, if you are under an effect or condition that would force you to break a rule or a law, you can reroll your saving throw when the command is issue, with Advantage.
- The Final Decree
At 14th level, your patron grants you the power to issue an inescapable decree, sealing the fate of those who defy the Law. You can issue a cosmic death sentence on a creature that has broken a major law (DM's discretion, based on their actions). This works as the Power Word Kill spell, but the creature must have under a number of hit points equal to half your Warlock Level (rounded down) x 10, and have committed a significant violation in the eyes of the Law. You can't use this feature again for the next 7 days.
Additionally, the Law’s influence has made you immune to the frightened and charmed conditions caused by creatures of chaotic alignment.
Back to Main Page → 5e Homebrew → Character Options → Subclasses