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Law Enforcement

Law Enforcement

You are sworn to uphold order in society, and use your magic powers in order to assist you in doing so    

Oath Spells

Level 3: Oath Spells   You gain access to the following spells at the indicated levels. These spells always count as prepared.  
  • 3rd: Command, Shield of Faith
  • 5th: Zone of Truth, Hold Person
  • 9th: Counterspell, Slow
  • 13th: Banishment, Locate Creature
  • 17th: Wall of Force, Mass Cure Wounds
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    Channel Divinity

    Aura of Authority: As an action, you emit an aura of authority in a 10-foot radius for 1 minute. Creatures of your choice within the aura gain advantage on Charisma (Persuasion) checks, and hostile creatures that start their turn in the aura must succeed on a Wisdom saving throw (DC = 8 + your proficiency + your Charisma modifier) or be frightened until the start of their next turn.     Lawbringer’s Command: As a bonus action, you compel a target within 30 feet to halt. The creature must succeed on a Wisdom saving throw or be restrained until the end of your next turn.    

    Riot Control

    At 7th level you can summon a magical riot shield as part of a bonus action. While holding the shield, you gain +2 AC, and allies within 5 feet of you benefit from half cover. The shield lasts for 1 minute or until you dismiss it.    

    Crowd Pacifier

    At level 15 you can use an action to pacify hostile crowds within 30 feet of you. Each hostile creature in the area must succeed on a Wisdom saving throw (DC 16) or become non-hostile for 1 minute. Non-hostile creatures under this effect cannot take aggressive actions unless attacked first. You can use this ability once per long rest.    

    Avatar of Civic Order

    At 20th level, as an action, you become an Avatar of Civic Order for 1 minute. During this time:
  • You have resistance to all damage from creatures breaking laws or causing chaos (subject to DM discretion).
  • When a creature attacks one of your allies, you can make a melee attack against it as a reaction.
  • Enemies that fail a saving throw against your spells or abilities become restrained until the end of their next turn.
  •   Once you use this feature, you must complete a long rest before using it again.

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