Ace Attorney (5e Class)

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Ace Attorney[edit]

All Rise[edit]

The polished doors slowly swing open, revealing a large court. As the jury watches from the sidelines, both sides of the Defense and the Prosecution ready for a battle of wits. Over all of this, a dwarf judge, balding and a gray beard, watches over all. With a pound from his gavel, the trial officially begins.

"The defense is ready, Your Honor," shouts the halfling defense attorney, dressed in a very well kept blue suit and red tie, a hint of nervousness in his voice.

Objection%21_HD.png

"The prosecution is ready, Your Honor," states the tiefling prosecutor, dressed to the nines in a maroon suit and a snow white cravat, as calm as calm can be.

The trial continues as normal, the defendant being a high elf lady, accused of a murder most foul. The prosecutor tiefling calls upon his decisive witness, someone who has definitely seen the crime.

The witness, a dragonborn, tells his tale of how the elf showed no remorse killing the victim with her maul.

"Wait a minute," the defense halfling thinks to himself. He searches through his Court Record and analyzes the photo of the crime scene. "The murder weapon wasn't even found! How could this witness know if the victim was killed with a maul?"

Clutching the picture tightly, the halfling raises his arm and points to the witness, shouting the one thing all attorneys shout when they know something's wrong...

Fighters of the Law[edit]

Wright? I hope you see the importance of evidence now. Also, hopefully you realize, things change depending on how you look at them. People, too. We never really know if our clients are guilty or innocent. All we can do is believe in them. And in order to believe in them, you have to believe in yourself.
Mia Fey, a defense attorney

Lawyers have been the butt of many a joke, hated by most civilians. They're infamous for being manipulative, for only achieving victory for themselves, not for their client. But, Ace Attorneys are those that seek the truth, no matter how arduous it is or how long it takes.

Creating an Ace Attorney[edit]

When creating an Ace Attorney, ask yourself the following questions: What made your character decide they want to be a lawyer? Are they a defense attorney or a prosecutor? How well can they act under pressure and bluff? Or do they prefer to stick to the facts? Do they trust their client if they're a defense attorney, or will they stop at nothing to get the suspect a guilty verdict?

Quick Build

You can make a Ace Attorney quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Investigator or Trade Sheriff background.

Class Features

As a Ace Attorney you gain the following class features.

Hit Points

Hit Dice: 1d6 per Ace Attorney level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Ace Attorney level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons
Tools: Any one type of artisan's tools, any one gaming set
Saving Throws: Intelligence, Charisma
Skills: Choose two from History, Investigation, Insight, Perception, and Persuasion

Equipment

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

  • any simple weapon
  • (a) leather armor or (b) a shield
  • (a) any one artisan's tools or (b) any one gaming set
  • (a) a diplomat's pack or (b) a scholar's pack
  • If you are using starting wealth, you have 4d6 x 10 gp in funds.

Table: The Ace Attorney

Level Proficiency
Bonus
Features
1st +2 Profession, Evidence, "Objection!"
2nd +2 Investigative Work, "Hold It!"
3rd +2 Profession feature, "Take That!",
4th +2 Ability Score Improvement, No matter how bad it gets...
5th +3 Extra Space
6th +3 Bluff
7th +3 Profession Feature
8th +3 Ability Score Improvement
9th +4 No matter how bad it gets... feature
10th +4 Even More Space
11th +4 Profession Feature
12th +4 Ability Score Improvement
13th +5 Turnabout
14th +5 Lawyer's Assistant
15th +5 Profession Feature
16th +5 Ability Score Improvement
17th +6 A lawyer always smiles feature
18th +6 Spirit of Justice
19th +6 Ability Score Improvement, Profession Feature
20th +6 Turnabout Master

Profession[edit]

At first level, you choose a profession. You can either be a defense attorney or a prosecutor, both detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 19th levels. Both sides will give you a badge, proving that you are either a defense attorney or a prosecutor.

Evidence[edit]

The ammunition for every lawyer. You obtain a collection of items used for trials. At the start of the campaign, as you search for a location for clues, or (if you have a team) at the end of every long rest you may roll 1d8 to determine what evidence you start with (Roll thrise at the beginning of a campaign). You may reroll any duplicate rolls except for 1 and 2. While speaking to NPCs, you may present a piece of evidence. You may present a number of times equal to your Intelligence modifier.

1d8 Evidence
1 Nothing: You couldn't find anything.
2 Bad Evidence: You find something that has zero relevance to your case. When presenting this evidence, you gain disadvantage on your next roll, regardless if it's a skill check, an attack roll, or a saving throw.
3 Murder Weapon: You find what is obviously a weapon used to murder someone. When presenting this evidence, you may add your proficiency bonus to your next Intimidation check.
4 Watch: You find a small watch. When you present this evidence, you may observe the time of the day at which a cretin event took place.
5 Vase: You find a vase containing some sort of flowers (and perhaps hidden evidence.). When presenting this evidence, you may add your proficiency bonus to your next Persuasion check.

DC15 Investigation check to find something in the vase. re roll on this table.

6 Photo: You find a black and white photo.
7 Documents: You find a file filled to the brim with relevant documents.
8 Communicator: You find a small device, capable of sending messages at lightning speed to a particular person (target must be willing). When presenting this evidence, you may cast the message cantrip.

"Objection!"[edit]

Ace Attorneys know how to shake up their opposition. Your objection serves as a class-unique cantrip with the following qualities: range of 60 feet; vocal and somatic components; attack spell dealing 1d8 force damage upon hit (adding another 1d8 at levels 5, 11, and 17) and the target must make a intelligence save of 8 + your Int mod + Prof. bonus or be pushed back 10 feet.

Investigative Work[edit]

Evidence is everything. Sometimes finding a contradiction in the evidence is all you need for a case. The Ace Attorney gain proficiency in investigation. In addition when cross examining evidence they gain advantage.

"Hold it!"[edit]

Ace Attonerys Know how to spot inaccurate Statements. When you spot something that either CONTRADICTS your evidence or needs to be elaborated on more you can use "Hold it!" When you use this ability you not only gain advantage on your next insight roll but the person who stated the inaccurate statement also has to make a intelligence save of 8 + your intelligence modifier + your proficiency modifier or they become paralyzed for 2 turns

"Take That!"[edit]

At 3rd level an Ace Attorney have learned to berate and demoralize enemies by confronting them with evidence of their crimes.

As an action, if you know of a crime someone as committed, you may make a ranged spell attack by presenting a piece of evidence.

You use your Intelligence modifier for attack rolls, and the save DC is 8 + your proficiency bonus + your Intelligence modifier.

Evidence Effect
Bad Evidence: When presenting this evidence, you may make a ranged attack to toss this evidence, dealing 1d4 bludgeoning damage. Bad evidence is considered as a nonmagical improvised weapon. After tossing this evidence, you lose it.
Murder Weapon When presenting this evidence, you can spout 3 accusations at creatures you can see within 20 feet of using this weapon. You may select a different target for each accusation or a single target of multiple accusations, and must make a spell attack roll for each with disadvantage. On a hit Each accusation does 1d4 + your Intelligence modifier psychic damage, and half that on a fail.
Watch When presenting this evidence, you can call into question a targets alibi for a crime. You make a spell attack roll with advantage and deal 1d18 + your Intelligence modifier force damage.
Vase When presenting this evidence, you target a point with in 20 feet of you. You blame all creatures within a 10 foot radius of that point of adding in hiding evidence, each creature must make a Intelligence saving throw to contest a save DC equal to 8 + your proficiency bonus + your Intelligence modifier. (If a target truly did help in hiding they have disadvantage on the save.) Every creature that fails that saving throw takes 2d6 + your Intelligence modifier psychic damage, and only half as much if they succeed.
Photo You show a black and white photo of the targeted creature committing the crime. Instead of presenting this evidence as an action, you may present it as a bonus action, The target must make a Intelligence save at a DC of 8 + your proficiency bonus + your Intelligence modifier. On a fail, the target becomes ether charmed or frightened by you for 1 hour. On a success nothing happens and the target is immune to Photo for the next 24 hours.
Documents You find a file filled to the brim with relevant documents. You place the file in front of the targeted creature and start talking about it. You make an intimidation vs the targets Intelligence or Charisma saving throw. If you succeed the target charmed by you until a you or they take a long rest. If you fail they become immune to Documents for 24 hours.
Communicator You use the communicator to have the person it is attached to threaten, berate or entreat a target within earshot. You can use this to do one of two things.

1. Cast the Vicious Mockery canrtip 2. Use the Cutting Words bard feature.


Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

No matter how bad it gets...[edit]

When you reach 5th level, you've learned to always keep your cool under fire. You have advantage against rolls to be intimidated,persuaded or charmed

Extra Space[edit]

When you reach 5th level, your effective range of the spell attacks using your evidence increases from 20 feet to 40 feet.

Bluff[edit]

Ace Attonerys Know how to also confuse the opposition. You gain proficiency in deception if you already have profiency in deception than you gain expertise in it

Even More Space[edit]

When you reach 10th level, your effective range when making ranged attacks using your evidence increases from 40 feet to 60 feet.

Turnabout[edit]

You've practise the ways of turning a case on its head. As long as you have the right evidence to back your claim you have advantage on all rolls during a trials turning point caused by you. You have unlimited actions to present you argument and bring the court and judge into your favor as long as you don't fail one of those rolls in which case your frenzy comes to a close unless you can make some sort of come back.

A lawyer always smiles[edit]

A Lawyer should always be optimistic in face of a trial. Three times per long rest, when your backed in a corner you can use your amazing deduction skills do find another clue in a case, so you can add your investigation to any roll you make.

Spirit of Justice[edit]

When you gain this ability you can the ability to know what is the right thing to do based on your ways. If your a defence attorney than you believe that anyone that's being accused have a right to a second chance and your bonus to defending your client are doubled and enhanced. When you go and take damage for your client the damage is halved. If your a prossecutor than you believe that any accused are to be brought to justice at any cost and your bonuses against the client are doubled and enhanced as well. The distance for them to be forced to roll with disadvantage has increased to 40ft.

Turnabout Master[edit]

When you reach 20th level, You have advantage and expertise on all rolls involving your case and if you are in court as you go into a state called" Turnabout mode" this mode allows you to channel your inner judgement and allows you to be ace Attonery you were born to be. You gain expertise on all rolls that have profiency, You have advantage on all rolls before or during the trial as long as it relates to your case. However this mode lasts 4 turns and you have to wait 2d10 days in order to use it again.

Professions[edit]

Lawyers can either become Defense attorneys or Prosecutors

Defense[edit]

Defense lawyers are those who seek gaining a "Not Guilty" verdict for their clients. Most Ace Attorneys start off their careers defending the innocent in court, usually seeing the impossible as just simply possible.

Badge You inspire trust from the wrongly accused, and people look up to you. If you display your badge, you gain proficiency in persuasion. If you already have proficiency in persuasion when you gain this feature, you gain advantage in persuasion when you are talking to someone who is worngly accused.
Client

A defense lawyer is nothing if they don't have someone to defend. Beginning when you choose the Defense Profession at 3rd level, at the end of every long rest, you may select any friendly creature in your party to be your client. Once you have chosen your client, they gain the following benefits while you can be seen and are within 10 feet of them:

  • Attacks made against your client are rolled with disadvantage.
  • The client gains advantage on all saving throws.
  • While your client is taking damage from a successful attack roll and while you wielding a shield and are within 5 feet, you may spend your reaction to run over to your client to take the damage dealt instead.
Defending Way

Attorneys have their own unique origins, but for defense attorneys, they look up to those who smiled brightest when things seemed dark. Beginning at 3rd level, you may select one of the following origins of your Defending Way. This choice may affect other features gained at later levels:

  • The Light of Wright. You've studied the technique of famed defense attorney Phoenix Wright, a man who never gave up on his clients and persisted through sheer determination even when things seemed to be at their darkest. When you choose this Defending Way, whenever the prosecution as the momentum a Light of Wright ace attorney can add 1/3 of their ace attorney level to insight and investigation checks.
  • The Way of Fey. You've studied the techniques of Mia Fey, mentor of Phoenix Wright and user of the Kurain Channeling Technique due to her bloodline. When you choose this Defending Way, you gain a small jewel called a magatama. This peace of jewelry grants the wear use of the Speak With Dead spell. The magatama has a max of 1 charge. At dawn each day roll a d6, on a 4, 5, or 6 the magatama regains 1 charge. RESTRICTIONS: Due to the mystery of the Fey bloodline, only females can master the techniques of spirit channeling. As such, you may only select and use this Defending Way if your character is a female. If you wish to not have this restriction, consult with your DM on how your character uses this feature.
  • The Substance of Justice. You've studied the techniques of Apollo Justice, a young lawyer who can "tell" when people are lying to him. When you choose this defending way, you gain a bracelet of truth. With this bracelet, which only works on you, you can always tell if someone is lying to you, and you can use your perception instead of your insight when making insight checks. Additionally you gain a +1 to insight checks.
  • The Likes of Cykes. You are an empath like no other, with a remarkable ability to read the true emotions of the people you encounter. As such, you gain advantage on insight. In addition to this, you are armed with a gadget called Widget, who allows you to use the Calm Emotions spell. Widget has a max of 3 charges. Before a long rest, roll a d8. On a 1 or 2, you regain no charges; on a 3 or 4, regain one charge; on a 5 or 6, regain two charges; on a 7 or 8, regain three charges.
Superb Defense

Starting at 3rd level, an Ace Attorney gains twice the proficiency bonus in the Charisma(Persuasion)or Charisma(Depiction) skill. If the Ace Attorney is not trained in the skill they gain proficiency in it but do not double the bonus.

Prosecution[edit]

Prosecutors are those that seek the truth from criminals, getting a "Guilty" verdict for their suspects. While there are very few cases of a prosecuting Ace Attorney, they will not relent in the search for the truth, even if it means using certain underhanded tactics.

Badge Nothing scares a criminal more than knowing that a prosecutor shall find them and expose them. If you display your badge, you gain proficiency in intimidation. If you already have proficiency, then you gain advantage in intimidation if you are dealing with a criminal.
Suspect

A prosecutor is nothing if they can't find the criminal. Beginning when you choose the Prosecution Profession at 3rd level, during combat, you may spend a bonus action accusing any hostile creature you can see, making that creature a suspect. Once you have chosen your suspect and you are still able to see it, the following effects are set:

  • Attacks made by you and any ally within 10 feet of you have advantage on attack rolls made against the suspect.
  • The suspect makes saving throws with disadvantage.
  • Whenever you attack another creature, you may spend a bonus action to move up to half your feet rounded down. This movement does not provoke an opportunity attack.
Prosecuting Way

Attorneys have their own unique origins, but for prosecutors, they look up to those who were relentless in bringing criminals to justice. Beginning at 3rd level, you may select one of the following origins of your Prosecuting Way. This choice may affect other features gained at later levels:

  • The Worth of Edgeworth. You've studied the technique of famed prosecutor Miles Edgeworth, a cold, calculating, and logical man. When you choose this Prosecuting Way, Whenever you have full evidence, you may select one piece of evidence to update it. You may reroll on the Evidence table and must take the result unless the result rolled is Nothing or Bad Evidence, in which case you may reroll again.
  • The Dharma of Von Karma.You've studied the ways of the "King of prosecutors" known as Manfred von karma, a ruthless, cold, and undefeated prossecutor that decimated all he faced in court. When you chose this prosecuting way, You first gain proficiency in intimidation if you already have profiency than you gain expertise, You also gain the ability to always have the information you need when figuring out a case or mystery as long as you roll for history and get a 16 and above.
  • The Know of Godot.You've mastered the ways of Gadot, a cocky,collective, and confident man that has his heart out for coffee. When you chose this prosecuting way, you have advantage on all rolls involving history, evidence, and coffee. You are now able to add your proficiency to all rolls as long as you have and use a mug of coffee in court. Oh and you now have profiency in coffee for obvious reasons.
  • The Therein of Gavin.You've known the ways of Gavin for some time now, a man that brings a kind attitude to the court room, a man that despises investigation. Yohh gain profiency in a musical instrument of your choice, You also roll with disadvantage when rolling for investigation.
  • The Skill of Blackquill.You've practise day and night the ways of the Twisted samurai known only as Simon Blackquill, a master of psychological warfare with his tricks always kept up his sleeve, ... and sword. When you chose this prosecuting way, You gain proficiency in martial weapons and animal handling. You also gain expertise on persuasion and deception if you aren't proficient in these two than you gain profiency but not expertise.
Relentless Prosecution

Starting at 3rd level, an Ace Attorney gains twice the proficiency bonus in the Wisdom(Insight)or Charisma(Intimidation) skill. If the Ace Attorney is not trained in the skill they do not choose, they gain proficiency in it but do not double the bonus.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the ace attorney class, you must meet these prerequisites:

Proficiencies. When you multiclass into the ace attorney class, you gain the following proficiencies:



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