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Bard

Prosecutor

Trained in the strict and lordly performance of the courthouse, Prosecutor Bards weave tales of law and influence to sway judges the same way other more willful bards entertain the masses with cute tricks.

Subclass Features

Lv 3

Court Actions

You adapted the acts within a courthouse to serve you in various situations.You can expend a use of Bardic Inspiration to do one of the following

Call for Appeal: If an ally would fail a saving throw you can use your reaction to roll the Inspiration Die and add the result to their save and possibly change the outcome.

Collect Evidence: If you or an ally would make an Investigation, Perception, or Insight check you can use your reaction to roll the Inspiration Die and add twice the result to the outcome.

Interrogate: If you or an ally would make an Intimidation check you can use your reaction to roll the Inspiration Die and add twice the result to the outcome.

Object: If you or an ally would be hit by an attack you use your reaction and roll the Inspiration Die to add AC equal to the result, potentially causing the attack to miss.

Orderly Mind

You can calmly work your way through confusing situations and have facts organized and at the ready. You have advantage on saving throws against being Charmed as well as History checks.

Lv 6

Legal Action

You can afflict targets that dare trifle with a Prosecutor and provide relief to your allies. You can use each of the following actions once per long or short rest or by expending a level one spell slot or higher.

Aquite: You can end one status affliction on a willing target you can see within 60 ft of you.

Convict: You Convict one target you can see within 60 ft of you, you have advantage on attacks on the Convicted for one minute.

Use Due Process: One target you can see within 60 ft of you must make a WIS saving throw DC equal to your spell save DC and on a fail can only use a bonus action or action on their turn and are limited to one attack if they could attack more than once for one minute, repeating the saving throw at the end of each of their turns ending it on a successful save.

Find Jurisdiction: You create an area of no violence that is within sight and 20 ft in diameter. Attacks occur with disadvantage in that area.

Prosecute: One target you can see within 60 ft of you gets disadvantage on their next WIS, INT or CHA throw. If they succeed you can use your reaction to continue prosecuting them and they have disadvantage on their next saving throw of the type originally chosen.

Dismiss Case: You can make a CHA saving throw and on a success against the original Caster’s spell save DC you end the effects of the spell that is targeting yourself or an ally within 60 ft of you.

Lv 14

Court Rolls

Once per long rest you can assign a role to a willing target. The effects lasts for 1 minute and you can choose from the following options

Judge: The target can cast Heal or Harm without expending a spell slot as an action during the duration.

Jury: Between two to six willing targets have advantage on WIS, INT, or CHA saving throws as long as they are within 10 ft of each other. The Jurors must choose the same type of saving throw.

Bailiff: The target gains +2 AC and +2 to attack and damage rolls for the duration and can use a bonus action to make a melee attack once per turn.