Devotees of primal law, magical contract makers, supernaturally-empowered judges, and those who seek a higher authority. Adjudicators are scholars, makers, and enforcers of rules, laws, precepts, and principles.
When you take this archetype at 1st level, you learn the proper methods for tapping into the primordial rules behind everything.
You can use a bonus action to place a curse on a creature you can see within 30 feet. The curse lasts for 1 minute, and ends early if the target dies, you die, or you become incapacitated. The curse has the following effects:
Once you have used this feature, you can’t use it again until you finish a short or long rest.
You are extraordinarily hard to fool. You gain proficiency with the Insight skill, a d6 expertise die, and two Insight skill specialties of your choice. You also gain an expertise die on saving throws against spells of the enchantment or illusion schools.
At 6th level, you gain access to a magical library of laws and rules. This can be used in two different ways.
When you start a short rest, you can choose a topic to study from the library, browsing through its spectral volumes. You have disadvantage on all Perception checks while studying from the library. When you finish your long rest, you may make a single Arcana, Culture, Engineering, History, or Nature check with advantage. If you succeed on your check, the next attack you make against a creature of the corresponding type (see below) is made with advantage.
Creature Type | Skill |
---|---|
Aberration | Arcana |
Beast | Nature |
Celestial | Religion |
Construct | Arcana or Engineering |
Dragon | Arcana |
Elemental | Arcana or Nature |
Fey | Arcana or Nature |
Fiend | Religion |
Giant | Culture or Nature |
Humanoid Organization |
Arcana, Culture, History, or Religion* |
Monstrosity | Arcana or Nature |
Ooze | Arcana |
Plant | Nature |
Undead | History** or Religion |
*Humanoids are treated as a collection of factions and organizations rather than a creature type. You must specify a specific group, faction, or notable individual rather than humanoids as a whole.
**Certain very ancient undead such as vampires, liches, and mummy lords may merit a History check rather than a Religion one.
When you are in the bounds of a settlement, as an action, you can summon a spectral law book containing all the rules of behavior for that place, written and unwritten, and local power structures. The book is obviously magical and clearly not a solid object, cannot be damaged or taken from you, and persists until you dismiss it (no action required) or leave the bounds of the settlement. The book sheds bright light to a range of 5 feet and dim light to a range of 15 feet. The amount of time it takes to read this book for a given community is up to the Narrator, but as an action, you can learn any of the following:
You may use this feature at will.
At 10th level, whenever a die roll other than a d20 is used to produce some effect you are aware of within 30 feet of you, you may use your reaction to set it as a precedent. For the next minute, all future instances of the same thing have the exact same result. For example, if one of your companions rolled well on a weapon damage or the numerical effects of a spell, you can Establish Precedent on that weapon or spell, or if you got a roll you like on an expertise die, you can lock in that expertise die result (but only for the check you received the initial expertise on). You can also Establish Precedent on a hostile creature’s spell damage, etc. The Narrator is the final arbiter in edge cases.
Once you have used this feature, you can’t do so again until you finish a short or long rest.
At 14th level, you can issue a ban against a particular action that has some real teeth. As an action, you may Lay Down the Law, which lasts for one minute. As you do, you proscribe one of the following until the beginning of your next turn:
The ban affects you and all creatures with an intelligence of at least 6 within 100 feet of you, who are all magically aware of the conditions and consequences of the ban. When any creature affected by the ban attempts to defy it, it must make a Charisma saving throw against your spell save DC. On a failure it takes 6d6 psychic damage and is rattled. A creature that succeeds takes half damage and is not rattled. While Lay Down the Law persists, at the beginning of each of your turns, you must pick a different option than the previous one, but you are otherwise unrestrained in your choice, and you may alternate between two abilities if you wish. Once you have used this feature, you can’t do so again until you finish a short or long rest.