Bardic College: College of Law

Bards of the College of Law are amazing orators who command attention with their words. These bards champion the pursuit of truth and uphold the protection of the innocent. These bards choose to bring liars to the light and find themselves most at home battling in front of a large audience.

Unlike many of their counterparts tend to be self centered, desiring all eyes and glory on themselves. The Bards of the College of Law tend to only take demand attention when there is something or someone at stake that can not defend itself even if it is the very truth itself.

Attorney's Badge

When you choose this college at 3rd level you gain a badge proving your role as seeker of truth. You may use this badge, or any other personal symbol depicting your status (such as a faction insignia or a signet ring) as a bardic focus.

Ace Investigation

The first thing an attorney learns is to search for and recognize the truth. Beginning at 3rd level you gain advantage on Wisdom (Insight) checks to tell if someone is lying. You also get advantage on Intelligence (Investigation) checks.

OBJECTION!!

Also at 3rd level you learn to cut through your enemies with your voice and interrupt their lies and offensive actions. When a creature that you can see within 60 feet attacks an allied creature or casts a spell that includes an allied creature in it's area of effect, you may expend a Bardic Inspiration die to cast any bard spell that you know that doesn't require material components. When you do so, you also deal thunder damage equal to the number rolled to all creatures within 5 feet of you.

HOLD IT!!

At 6th level you learn the spells Counterspell and Dispel Magic. They are considered Bard spells for you and they do not count against your number of bard spells known.

TAKE THAT!!

By 14th level you can use your understanding of timing to save your arguments for when they would be most effective. If you are concentrating on a spell that grants you extra options for your action or bonus action, you can instead choose to activate it as a reaction when a creature you can see within 60 feet takes damage or fails a saving throw. You can not take this reaction if you have already used the granted action or bonus action during your turn. If you use this feature with any spell that requires you to take this action or reaction to maintain does not end unless you have not taken the reaction by the start of your next turn.