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View Full Version : D&D 5e/Next School of Hieromancy: Elite Wizard Lawmages (PEACH)



Icecaster
2018-11-29, 03:40 PM
I've got some hot 'brew for you guys, fresh off the rack this morning. Let me know what you think! It's a first draft, so I almost certainly missed a couple kinks, but I like the way it turned out so far! I'm not terribly attached to the name, however, so if you have any better ideas I'd love to hear them. Also, it is loosely based off of the Azorius Senate. Anyways, without further ado, I present to you all the following arcane tradition:

School of Hieromancy
Hieromancers, also called lawmages, are wizards that specialize in the study and application of the law. Lawmages often attend specialized colleges and study law alongside magic, although some study law separately, perhaps later seeking to combine the two. Lawmages are sometimes used as elite police forces in large cities, as they are effective in both their means and their judgement. Other lawmages freelance their services as private detectives or lawyers, and still others use their skills in association with the government to write, ratify, suggest, and debate laws.

Student of Law
When you choose this arcane tradition at 2nd level, you learn 2 languages of your choice. Additionally, whenever you make an Intelligence (History) check to recall information about the law, you are considered proficient in the skill if you are not already and add double your proficiency bonus to the check. If the DM rules that a certain piece of information on the law is too obscure for your knowledge - perhaps due to its specificity or because you are in a civilization you don’t know the laws of - then you know or can find an area in which you could learn this information.

Sanction
Also at 2nd level, you learn the command spell if you do not already know it in addition to the other spells you learn this level. It counts as a wizard spell for you. Additionally, whenever you cast the command spell, you can target an additional creature within range as long as that creature is within 30 feet of the original target.

Acquittal
Starting at 6th level, whenever a friendly creature you can see within 60 feet of you is targeted by an attack or makes a Strength, Dexterity, or Constitution saving throw against a harmful effect, you can immediately use your reaction to teleport that creature to an unoccupied space within 5 feet of you. If there are no unoccupied spaces within 5 feet of you, then you cannot teleport the target.
Once you use this feature, you must finish a short or long rest before you can use it again.

Injunction
At 10th level, you add the counterspell and dispel magic spells to your spellbook if they aren't already there. If one or both of them are, then you can add another 3rd level spell on the wizard spell list to your spellbook for each one that is. Whenever you successfully counter a spell using counterspell or dispel a spell or effect using dispel magic, you regain a spell slot of a level less than the slot expended for the spell.

Lawful Authority
Starting at 14th level, you can cast command at-will as a 1st level spell.

11/29: Changed name from Legimancy to Hieromancy, removed Detain, added Injunction in place of Detain at 10th level
11/30: Fixed wording on Injunction and Sanction, disallowed regaining same level slot used to counter or dispel

Vogie
2018-11-29, 04:30 PM
In the M:tG universe, "Hieromancy" (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447150) is the term for law magic. Gideon specifically is trained (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430552)in the hieromancy of Theros by Hixus (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=398611)



Student of Law
When you choose this arcane tradition at 2nd level, you learn 2 languages of your choice. Additionally, whenever you make an Intelligence (History) check to recall information about the law, you are considered proficient in the skill if you are not already and add double your proficiency bonus to the check. If the DM rules that a certain piece of information on the law is too obscure for your knowledge - perhaps due to its specificity or because you are in a civilization you don’t know the laws of - then you know or can find an area in which you could learn this information.

This seems fine.


Sanction
Also at 2nd level, you learn the command spell if you do not already know it in addition to the other spells you learn this level. It counts as a wizard spell for you. Additionally, whenever you cast the command spell, you can target an additional creature within range as long as that creature is within 30 feet of another target.

Why not just say you cast it at 2nd level with a first level spell slot?


Acquittal
Starting at 6th level, whenever a friendly creature you can see within 60 feet of you is targeted by an attack or makes a Strength, Dexterity, or Constitution saving throw against a harmful effect, you can immediately use your reaction to teleport that creature to an unoccupied space within 5 feet of you. If there are no unoccupied spaces within 5 feet of you, then you cannot teleport the target.
Once you use this feature, you must finish a short or long rest before you can use it again.

I like this. It reminds me of "Lifegrip", the spell Leap of Faith of Priests in WoW. Was there a reason Wisdom saving throws were not included? Or did you only want to acquit players from physical danger, rather than psychic danger? Could also be called Dramatic Rescue (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253544)


Detain
Beginning at 10th level, whenever a creature fails its saving throw against a spell you cast of 1st level or higher, you can immediately use your reaction to cause that creature to be paralyzed until the end of its next turn. You can use this feature a number of times equal to your Intelligence modifier, regaining all uses upon completing a long rest.

This seems odd - All of your control spells are already going to paralyze people, or otherwise lock them down. Are you trying to make a Detaining Fireball?


Lawful Authority
Starting at 14th level, you can cast command at-will as a 1st level spell.

If you count the Detain feature as a Command-Grovel, this is the third instance of command. I'd like to see a different effect here.

Using You could

make a Writ of Passage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107413)-style Feature that allows you to Disengage as a bonus action, and also give you the ability to use Passwall without spending a spell slot.
An "Expert Divination"-esque feature that allows casting Enchantment spells to refresh lower level spell slots.
Provide a better version of Command - bonus action speed, longer durations, longer range, et cetera
A Render Silent (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369022) that adds a silence effect to your Counterspell and Command spells.
An Overrule (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97111)-esque feature that allows your Counterspells and Dispel Magics to also consume other spell slots from the enemy caster.

Icecaster
2018-11-29, 04:51 PM
In the M:tG universe, "Hieromancy" (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447150) is the term for law magic. Gideon specifically is trained (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430552)in the hieromancy of Theros by Hixus (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=398611)
I like that much better, thank you!


Why not just say you cast it at 2nd level with a first level spell slot?
This was specifically so that there wasn't any confusion with the Lawful Authority feature, so that people weren't confused about if they cast a 1st level command is it then second level or is it still 1st.



I like this. It reminds me of "Lifegrip", the spell Leap of Faith of Priests in WoW. Was there a reason Wisdom saving throws were not included? Or did you only want to acquit players from physical danger, rather than psychic danger? Could also be called Dramatic Rescue (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253544)

I thought it was more appropriate to keep players acquitted from physical danger as opposed to something like a Wisdom save against being frightened, which seemed like an odd time to use it to me.


This seems odd - All of your control spells are already going to paralyze people, or otherwise lock them down. Are you trying to make a Detaining Fireball?
Uhhhh, that's true. Huh. More on that in a second.



If you count the Detain feature as a Command-Grovel, this is the third instance of command. I'd like to see a different effect here.
That's something I hadn't thought of, good catch. I like this feature specifically, but I do think that Detain needs to be changed now.


Using You could

make a Writ of Passage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107413)-style Feature that allows you to Disengage as a bonus action, and also give you the ability to use Passwall without spending a spell slot.
An "Expert Divination"-esque feature that allows casting Enchantment spells to refresh lower level spell slots.
Provide a better version of Command - bonus action speed, longer durations, longer range, et cetera
A Render Silent (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369022) that adds a silence effect to your Counterspell and Command spells.
An Overrule (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97111)-esque feature that allows your Counterspells and Dispel Magics to also consume other spell slots from the enemy caster.


As replacements for Detain in particular, I like the idea of the counterspell ones best (How did I not think of that??) I like the idea of counterspell and command making spellcasters not be able to cast spells on their next turn (or maybe just cantrips) or of gaining spell slots back on successfully countering or dispelling. At the moment I'm leaning towards the latter, but I'm going to let the idea percolate a little bit. Thank you so much for your feedback and ideas!

EDIT: My two feature ideas are Injunction and Quell. Injunction gives counterspell and dispel magic and gives you slots back on successfully doing either one so that hieromancers can make their counters stretch further and be more efficient. Quell was going to be that whenever you counterspell somebody, they can't cast spells or attack on their next turn, forcing them to do something like the help action or just dodge. I went with Injunction because it seems like Quell wouldn't proc enough to be that useful and I couldn't think of a better thing for it to activate in response to.

ATHATH
2018-11-30, 01:16 AM
Injunction
At 10th level, you add the counterspell and dispel magic spells to your spellbook if they aren't already there. If one or both of them are, then you can add another 3rd level spell on the wizard spell list to your spellbook for each one that is. Whenever you successfully counter a spell using counterspell or dispel a spell or effect using dispel magic, you regain a spell slot of a level equal to or less than the slot expended for the spell.[/SPOILER]
You forgot the bolded part.

Vogie
2018-11-30, 08:42 AM
Some wording updates:

Sanction
Also at 2nd level, you learn the command spell if you do not already know it in addition to the other spells you learn this level. It counts as a wizard spell for you. Additionally, whenever you cast the command spell, you can target an additional creature within range as long as that creature is within 30 feet of the original target.

Injunction
At 10th level, you add the counterspell and dispel magic spells to your spellbook if they aren't already there. If one or both of them are, then you can add another 3rd level spell on the wizard spell list to your spellbook for each one that is. Whenever you successfully counter a spell using counterspell or dispel a spell or effect using dispel magic, you regain a spell slot of level equal to or less than the slot expended for the spell.

I think you should only do a spell slot lower than the spell slot spent, otherwise, you can literally just keep your highest level spell slot available as a counterspell, using it over and over.

Icecaster
2018-11-30, 08:51 AM
You forgot the bolded part.

I certainly did, thank you.


I think you should only do a spell slot lower than the spell slot spent, otherwise, you can literally just keep your highest level spell slot available as a counterspell, using it over and over.

True, I'll fix it to do that instead.