Practitioners of Magic Law, flavorful, 50% Wizard sub-class

Ghosts. Remnants of those that have passed away. Usually unseen by the living eye, they reside within their own societies and rules. But some go rampant. They break rules and attack or disturb the living for their own agendas. For these spectral crimes, the Executor is called in.

Rare practitioners of a mix of arcane and spiritual arts, Executors are often mistaken for Necromancers, due to their interaction with ghosts and the dead, but it is not so simple. Executors are heavily tasked with the judgement, and if necessary punishment, of spirits for their crimes and maintaining the balance of life and death that exists in the world.

THE EXECUTOR

Level

Proficiency Bonus

Features

Envoys

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

+2

Magic Law, Tempering,  Envoys

3

3

2

+2

3

4

3

+2

4

5

3

4

+2

Ability Score Improvement

4

5

4

5

+3

4

5

4

3

6

+3

Ritual Envoys

5

5

4

4

7

+3

5

5

4

4

2

8

+3

Ability Score Improvement

5

5

4

4

2

9

+4

Improved Contracting

6

5

4

4

4

2

10

+4

Flesh and Blood

6

5

4

4

4

3

11

+4

6

5

4

4

4

3

2

12

+4

Ability Score Improvement

7

5

4

4

4

3

3

13

+5

7

5

4

4

4

3

3

2

14

+5

7

5

4

4

4

3

3

2

15

+5

8

5

4

4

4

3

3

2

2

16

+5

Ability Score Improvement

8

5

4

4

4

3

3

2

2

17

+6

8

5

4

4

4

3

3

2

2

2

18

+6

Greater Contracting

9

5

4

4

4

4

3

2

2

2

19

+6

Ability Score Improvement

9

5

4

4

4

4

3

2

2

2

20

+6

Master Practitioner

9

5

4

4

4

4

4

3

2

2

Hit Points:

Hit Dice: d6

Hit Points at 1st Level: 6 + Constitution Modifier

Hit Points at Higher Levels: 1d6 (4) + Constitution Modifier per Executor level after 1st

Proficiencies:

Armor: None

Weapons: Daggers, darts.

Tools: None

Saving Throws: Constitution, Intelligence

Skills: Arcana, choose two from Persuasion, History, Investigation, Medicine, Religion, Insight

Equipment:

You start with the following equipment, in addition to the equipment granted by your background:

  • Envoy Contract Book

  • (a) a scholar’s pack or (b) an explorer’s pack

Judgement of Magic Law

As an Executor of Magic Law, you act as the final word in where a spirit may go for their actions, Heaven, Hell, or the River Styx (or the 5E equivalent).

Tempering

Instead of “spell slots”, Executors possess an internal fuel source known as Tempering. Executors draw upon this source to fuel their magic, allowing them to cast more spells at a time than other spellcasters. However, this comes at a price. While using up spells merely means a wizard can’t cast more spells, Tempering takes much more out of one’s body, even leaving them in a catatonic state that requires a Greater Restoration spell or a number of days of complete rest equal to 1+each state of catatonia. 

Bonus Language

In order to communicate with some spirits of the Underworld, all practitioners of Magic Law must know the language. All practitioners of Magic Law immediately know the language Underspeak, and others may learn the language through extensive study (or at least one volume of the basics)

Envoy Summoning/Spellcasting

As an Executor, you have a book of Magic Law containing contracts with the many Envoys you have, or may, successfully negotiate with on your journey. As an action, you may summon one of your envoys (a list of examples will be provided at the bottom) as if you’re casting a spell. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Envoys can also be treated as if you are casting Summon Spirit I, but you cannot cast any spells while the Envoy is in play.

Summon Spirit I: Treat the spell as if casting Conjure Woodland Beings, but the player may choose the spirits of creatures of all types up to a challenge rating of 2. The player may only summon one type of specific creature at a time (e.g. can only goblins OR an orc with one summon). They will listen to your orders, but keep in mind that some are intelligent enough to act on their own or even question your decisions. When the summoned monster’s hit points reach 0, it does not die, unless it falls in combat due to damage from 

Making Contracts

Simply being a practitioner does not mean that you have easy access to powerful envoys. In order to summon envoys, you must first summon and negotiate a contract with a specific spirit. This will range from simple conversation to all-out combat between the summoner and the envoy. Should the summoner win, the envoy involved in the negotiation does not die and signs a page in the very back of the Magic Law book signifying the completion of the contract and the summoner is now able to call upon them in the future.

Spellcasting Ability

Charisma is your spellcasting ability for your Executor spells, due to your time spent negotiating with and summoning spirits of the underworld.

Improved Contracting

At 7th level, you become more capable of handling more dangerous contracts. The Executor may now negotiate contracts with creatures up to a challenge rating of 4.

Ritual Envoys

At times, practitioners turn to more powerful envoys when the situation calls for it, but they require a complicated contracting ritual that greatly drains Tempering from the caster. At 6th level, once per long rest, during combat, an Executor may use their full turn to begin a ritual, using one spell slot of their choice towards summoning an envoy or cast a significantly more powerful spell. The Executor must use enough spell slots to match or exceed the level of spell or CR of creature desired, while simultaneously rolling Concentration checks each round (DC 9+1 per round of concentration). If the ritual fails after 2 rounds of concentration, they lose any spell slots that were used for the ritual until the next rest. If they fail after 4 rounds of concentration, they gain a point of exhaustion and be stunned for the rest of the turn, still losing any spell slots they used in the process. Taking damage forces the previous conditions, but the Executor is stunned after 3 rounds of concentration have passed instead of 4. The envoy summoned in this way leaves when it dies or successfully follows through with the summoner’s specific order or current battle.

Flesh and Blood Contract

At 10th level, you are willing to risk your own body to break the limits of your envoys’ abilities (e.g. a shapeshifting creature may morph its body into inorganic forms like blades, etc,). For a number of times equal to your Constitution modifier per short rest, as a bonus action, you may grant a blood and flesh contract with an envoy you have summoned, boosting their strengths considerably (GM’s discretion). However, you and your envoy lose hit points when the other takes damage.

Greater Contracting

At 18th level, you become a well-renowned contractor and can stare death in the eye. You may now make contracts with creatures with a total challenge rating of 7.

Master Practitioner

At 20th level, you are the pinnacle of Magic Law, and the years of constant practice has born amazing fruits of spiritual power. Concentration DCs and Tempering costs for Ritual Envoys, time needed to recover from running out of Tempering, and damage shared from Flesh and Blood contracts are all halved.

Also, once every 20 years, you may attempt a contract with a god. If successful, you may call upon them once to deal almost cataclysmic damage.

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