The Lawbringer

Wielding his versatile Halberd, the Lawbringer is a veritable fortress of a soldier, who uses his size and strength to deal massive damage to his foes, while minimizing his own risk by blocking and redirecting his opponents strikes.

Tools of Justice

The Lawbringer utilizes the heaviest armors, and a halberd is their preferred weapon. Gain +1 AC while wearing heavy armor, and gain proficiency with the Halberd.

All that weight does have a downside though, a Lawbringer’s base move speed is only 20 feet.

No Superstes!

At level 3, the Lawbringer can utilize his reactions in a number of ways, injuring and disabling his enemies with their own attacks. Pick one maneuver from the list below. Whenever you make the attack action on your turn, you can ready the maneuver as your reaction, triggering when you or an adjacent ally are struck by a melee attack. At level 5, you can pick another maneuver, at level 7 another, a fourth at level 10, and all the maneuvers become available at level 15.

  • Stun Strike: Make a quick jab at your target’s face, stunning them and causing their (next) attack to have a -2 to hit. (requires halberd if chained with shove)

  • Lawful Shove: Make an attack roll. If you hit, shove your opponent back 5 feet.

  • No Superstes: Make an attack roll. If you hit, grapple your opponent. (not chainable with shove)

  • Valiant Jab: Stab into your opponent. Make an attack roll. (requires halberd if chained with shove)

  • Interfere: Taunt an attack on an ally to you, reducing the damage it does by 1d6. (Not Usable if the attack is already targeting you.)

  • Parry: Roll a d4 and add it to your AC for the attack. If the attack misses, disarm your attacker.

Relentless Flow

At level 5, The Lawbringer can call upon hidden reserves of stamina. Any time you use a maneuver, you can use this stamina to chain another maneuver with it. (note, you cannot use this feature more than once per turn) You can use this feature a number of times equal to 1 + Half Your Fighter Level per long rest.

Justice Never Rests

At level 7, the Lawbringer feels at home in his armor, and his movements become easier. Base Movement speed increased to 30 feet, and the Lawbringer can have two reactions per turn, but not both at once.

Ad Mortem, Inimicus!

At level 9, the Lawbringer can make a devastating swing with his weapon. When you make an attack, you can take a -5 penalty, if it hits, do +10 damage.

Additionally, if you use your Relentless Flow and land both maneuvers, you can do this attack as well, a number of times equal to your constitution modifier (minimum 1) per long rest.

Piercing Charge

At level 12, the Lawbringer has an almost endless amount of stamina. if you move more than 10 feet straight towards your target, you can perform a piercing charge. Make an attack roll, if you hit, you and your target move 1d6x5 feet back, and the target takes 1d6 damage. If the target hits a wall, you can use Ad Mortem, Inimicus! with no hit penalty.

Focus on Your Goal

At level 15, the Lawbringer intently focuses on his goals, and nothing can stop this mobile fortress from reaching them. Gain resistance to bludgeoning, piercing, and slashing damage, as well as advantage on being charmed, stunned, feared, and put to sleep.

Herald of the Law

At level 20, you have become a manifestation of lawbringing and justice. Allies within 30 feet of the Lawbringer gain +1 AC, and gain 1d6 temporary hit points at the beginning of the Lawbringers turn. Enemies within 30 feet of the Lawbringer must succeed on a DC14 wisdom check or be frightened of the Lawbinger for 1 minute. Frightened enemies have disadvantage on all rolls while within sight of the Lawbringer. On a successful save, the target is immune to this effect for 24 hours.