Artificer - Law Scribe

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Artificer: Law Scribe

A Law Scribe specializes in the written word, the sacred contract. This allows these tinkerers of pen and paper to work in harmony with their fellows to achieve greater unity and greatness, or to trap the foolish in sinister wordplay and one-sided pacts. Such artificers are usually found in the service of Mechanus or to devils of The Nine Hells, reveling in the order found within their walls.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with calligrapher’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Law Scribe Spells

Artificer Level Spell
1st Bless, Illusory Script, Message
5th Suggestion, Zone of Truth
9th Magic Circle, Spirit Guardians
13th Banishment, Locate Creature
17th Geas, Infernal Calling

Honored Contract

Beginning at 3rd level, you can forge contracts which other creatures must abide by. Over the course of a short or long rest, you can use your calligrapher's tool to write up one of the contracts shown below. You and a number of willing creatures up to your proficiency bonus can sign their names and be part of this contract, becoming benefactors. A contract lasts until you die or you forge another contract. A benefactor can use it's action to look through the senses of another benefactor, during which time it is blinded and deafened to it's own surroundings. Benefactors can only use this on you if you allow it.
Contract of Blood: A contract written in blood promising swift death to the enemies of all who sign. As a bonus action on your turn, you can take 1d6 necrotic damage, which can't be reduced in any way. Until the end of your next turn, any time a benefactor deals damage on it's turn, it deals an additional 1d6 necrotic damage.
Contract of Resilience: A contract outlining the mutual benefit of each other survival. Whenever a you or another benefactor is hit by an attack, another benefactor within 30 feet can use it's reaction to roll 1d4 and subtract it from the attack roll.
Contract of Sacrifice: A contract detailing what you are willing to lose for the survival of the benefactors. Whenever you are forced to make a saving throw, you can choose to subtract 1d6 from the result. If you do so, the next saving throw each benefactor makes can add 1d6 to the result.

Sculpted Tongues

Also at 3rd level, you gain proficiency two of the following skills of your choice: Deception, Intimidation and Persuasion. Additionally, you gain a bonus to any charisma check you make equal to your Intelligence Modifier.

Catch Twenty Two

At 5th level, you learn to twist the laws of the universe to punish your foes. Once per round when a creature you can see damges a benefactor with an attack or spell, you can mark it for punishment. The next time you damage that creature, it takes additional psychic damage equal to 2d6 + your Intelligence modifier. This increases to 3d6 when you reach 9th level in this class, and 4d6 at 15th level.

Improved Investment

At 9th Level, you learn to weave your web of words far beyond what you previously could. You gain the following benefits:

  • Any d4 used by Honored Contract becomes a d6, and any d6 used by Honored Contract becomes a d8.
  • You can have two contracts active at once. A creature can sign two contracts if it so wishes.
  • You can use Flash of Genius without expending a use as long as the targeted creature is a benefactor. You can do so a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Invoker of Order

At 15th Level, your savvy understanding of the law protects you from others wishing to trick you, and allows you to call to the planes of order for aid. You are immune to being charmed or frightened. Additionally, you can cast Summon Construct and Summon Fiend (devil only) as a sixth level spell without expending a spell slot or requiring concentration. Additionally, any creature summoned this way deals force damage with it's attacks, instead of regular damage, and it's damage die always count as the maximum roll. Once you cast the spell this way, you cannot do so again until you finish a long rest.

 

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