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# Arcane Tradition ## Hieromancy Law magic is a constant struggle between finding the order in the chaos of the arcane and the natural world. Wizards who study this arcane tradition are often capable fighters, who combine their magic with their might to suppress any unruly foes who wish to bring chaos upon order. Those who practice this often mix magic from the schools of abjuration and enchantment. Unlike war wizards, hieromancers believe that a good defense is the best offense one can have against an enemy. ##### **Hieromancer Features** | Wizard Level | Feature | |:----:|:-------------| | **2nd** | Aegis of the Hieromancer, Arcane Edict, Bonus Proficiencies | | **6th** | Improved Law Magic | | **10th** | Rule of Law | | **14th** | Suppression Bonds | ### Aegis of the Hieromancer At 2nd level, your studies in the defense of the law have improved your defenses in combat. Your AC is calculated using your Intelligence modifier instead of your Dexterity modifier (this includes any armor you wear). ___ In addition, a shield can be your arcane focus. ### Arcane Edict At 2nd level, your studies into arcane law magic have allowed you imbue your words with the essence of order. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. The arcane essence of your words still affects a creature that can't understand you. On a successful save, you can’t use this feature on the target again until you finish a long rest. On a failure, they are bound by your words. You can choose following edict options: - ***Bind.*** A creature becomes restrained. They drop whatever they were holding. - ***Silence.*** A creature becomes mute. Any non-verbal communication the creature attempts fails. - ***Surrender.*** A creature becomes prone and is no longer hostile towards you or your allies. Creatures immune to the charmed condition remain hostile. ___ A creature under the effects of an arcane edict can use its action to make a Wisdom check against your spell save DC. On a failure, it cannot take this action for 10 minutes. On a success, it frees itself. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. \columnbreak ### Bonus Proficiencies You gain proficiency with medium armor (excluding hide) and shields. ### Improved Law Magic At 6th level, you add the *counterspell* and *shield* spells to your spellbook if they are not there already. If you already know these spells, you learn a different wizard spell of your choice. When you successfully negate an attack or spell with any spell, you gain temporary hit points equal to your wizard level + your spell’s level. Additionally, you can cast the *shield* spell on a creature within 30 feet. ### Rule of Law Starting at 10th level, when you use your arcane edict you can choose all three options to apply to a creature. Furthermore, creatures affected by your arcane edict have disadvantage on rolls made to break or escape your edict. ### Suppression Bonds Starting at 14th level, you demand everyone act on an even playing field. As an action, choose one of following: ___ ***Magic Suppression.*** In a 90-foot radius centered on you, creatures struggle cast spells successfully. Any creature attempting to cast a spell must make an ability check at disadvantage with their spellcasting ability. The DC is 10 + the spell's level. On a failure, the spell fizzles out. This effect lasts until you finish a long rest. ___ ***Martial Suppression.*** In a 90-foot radius centered on you, creatures struggle to physically attack other creatures. Any creature attempting to attack something must make either a Strength or Dexterity check with disadvantage. The DC is your spell save DC. On a failure, the attack fails and the attack drops any weapons they're holding. This effect lasts until you finish a long rest. ___ Once you use this feature, you can’t use it again until you finish a long rest.