## Justicar Standing bravely in the chaos of battle, leading his brethren into the fray. Slaying the wicked in the name of justice, he makes his way to the dark overlord's throne. With a mighty sword in hand and a vision of victory in his mind, he swings his mighty weapon. When the dust settles, he stands proud and tall, shining in his victory over the lich. Dwarf surrounded by townsfolk, hearing pleas for help in their desperate situation. A dragon terrorizes their village. The justicar begins his journey to free those people. The only way to return back is with the dragon's head in his hands. A dragonborn breaks through the palace gate, his thundering voice echoing through the halls. He calls the false king to come out of hiding and face his judgement. Too long did he tolerate his ruthless reign. Now it's time for retribution! Justicars are enforcers of the people's will. A living shield for those, who can't hold a shield themselves. Justicars are not loyal to anyone, but themselves and the people, only few dare to interfere with the justicar's will. ### Fearless protectors Justicars gain their strength from their inner power. They are in a lot of ways simmilar to paladins except they do not trust in a god above people. They take the initiative and act on their own to ensure everything ends how it has to end. Justicars combine defensive and offensive capabilities of fighter and paladin and add a bit of their own to the mix. Thanks to this combination they make a highly versatile class, suitable for either slaying their foes or protecting their allies. ### Standalone fonts of power Justicars draw their strength from their inner light. Inner light is a mysterious source of power hidden in every being, but only few are destined to discover it. Those discoveries are most likely to appear during a desperate situation, in the greatest time of need. Upon unleashing this raw power a majority of justicars begin their journey for understanding this resource hidden within them.Some individuals might even go mad while overhelmed by this energy, but those who learn how to use it and master the ways of controling it become an unstoppable force, ready to charge the frontline of this world's sins. A lot of beings were carved to the history only for their discovery of their inner light. Some justicars were even asked by the gods to come and rule by their side, but every single one of them refused. ### Creating a justicar When making a justicar, the most improtant thing to consider is how did you character unleash the Inner light and what was its way of mastering it. Spending years as a hermit, meditating and studying? Trying to reinvoke it in the heat of battle? How long did your character spend mastering his abilities? How was he helping the people of his land?
_
##### Your damage type and alignment. Sometimes, your abilities deal different type of damage based on your alignment. This is used to reflect the way you deliver justice. The damage types and alignments are connected as follows. ||| |:----:|:-------------| | Good | Radiant (Angelic) | | Neutral | Fire (Draconic) | | Evil | Necrotic (Demonic) |
\page
##### Justicar | Level | Proficiency Bonus | Features | | |:---:|:---:|:--- | 1st | +2 | Laws| | | 2nd | +2 | Fighting style| | | 3rd | +2 | Judgement, Judgement feature| | | 4th | +2 | Ability score improvement | | 5th | +3 | Extra attack | | | 6th | +3 | Judgement feature | | | 7th | +3 | Truth unhidden| | | 8th | +3 | Ability score improvement | | | 9th | +4 | Additional law | | | 10th | +4 | Ability score improvement | | | 11th | +4 | Judgement feature | | | 12th | +4 | Descend upon the sinful | | | 13th | +5 | Justice unhindered | | | 14th | +5 | Additional law | | | 15th | +5 | Ability score improvement | | | 16th | +5 | Judgement feature | | | 17th | +6 | Unbreakable stronghold | | | 18th | +6 | Ability score improvement | | | 19th | +6 | Towering Colossus | | | 20th | +6 | Embodiment of justice | |
#### Quick build You can make a Justicar quickly by following these suggestions. First strength should be your highest ability score. Your second should be either constitution or wisdom, then choose the folk hero background. ## Class Features A a Justicar, you gain the following class features #### Hit Points **Hit Dice:** 1d10 per Justicar level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Justicar level after 1st #### Proficiencies - **Armor:** All armor, Shields - **Weapons:** Simple weapons,Martial weapons - **Tools:** None - **Saving Throws:** Wisdom, Strength - **Skills:** Choose two from Athletics, Religion, Intimidation, Medicine, History, Perception #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) martial weapon and a shield or (b) two martial weapons - Chain mail - (a) a priest’s pack or (b) explorer’s pack - a trinket ### Laws: As an embodiment of justice, you enforce the ancient unwritten laws, laws of society and laws of nature. At 1st level choose one of the laws described at the end of this character description. You choose an addtional law at 9th and again at 14th level. ### Fighting style: At 2nd level you adopt a particular way of fighting as your speciality. Choose one of the following options: ##### Defense While you are wearing armor, you gain +1 AC. ##### Great weapon fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with both hands you can reroll that die and must use the new roll, even if the new roll is 1 or 2. The weapon must have the two-handed or the versatile property for you to gain this benefit. ##### Protection When a creature you can see attacks a creature other than you that is within 1,5 metres of you, you can use you reaction to impose disadvantage on that attack. You must be wielding a shield. ##### Two-weapon fighting When you engage in a two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Judgement: Judgement determines the way you enforce the law. You can choose from these two: Judgement: Punishment or Judgement: Redemption. ### Ability score improvement: When you reach 4th, 8th, 10th, 15th, 18th level you can increase one of your ability scores by 2 or two of your ability scores by 1 up to a maximum of 20. \page ### Extra attack: When you reach 5th level you can make one extra attack when you take the attack action on your turn. ### Truth unhidden: Begginning at 7th level, persuation, sleight of hand, deception and performance checks made against you are automatically made with disadvantage.Additionaly you become proficient in perception and gain a +5 bonus for your perception checks and your passive perception score. ### Descend upon the sinful: At 12th level, when your patience runs to its limit, you become able to unleash your rough power in its purest form. You invoke wings on your back, those wings are draconic, demonic or angelic(based on your alignment), and you leap up to 60 feet in the air. You must leap at least 20 feet to be able to use this ability. You then crash up to 45 feet away from your original location and cause divine lightning to crackle from the point of impact in a 15 feet radius, dealing your justicar level*k*6 radiant,fire or necrotic damage(based on your alignment) to all foes in the radius. You shatter any nonmagical ground in the radius, making it difficult terrain. This move costs one action and can be used twice before finishing a long rest, but not twice in the same fight. ### Justice unhindered: At 13th level you learn the ability to cleanse yourself or your ally from all negative effects. Using your main action you end any number of magic effects on yourself or an ally up to 10 metres away from you. This can be used once before finishing a long rest. ### Unbreakable stronghold: At 17th level using you whole turn, you put all your effort into the defense of yourself and your allies. You and your allies in a 5 feet radius around you gain +3 AC. Attacks made against you and allies in the radius have disadvantage during the duration of unbreakable stronghold. You gain advantage on saving throws against spells. This move requires a great portion of concetration and stamina, thus you are only able to perfotm this action if you don‘t have any levels of exhaustion. ### Towering colossus: At 19th level you reach a peak physical form. You gain the following: - You grow one size larger. - Whenever you make a melee attack you add two times your strength modifier to the damage of the attack. ### Embodiment of justice: Beginning at 20th level, your sole presence ignites the spark of courage and righteousness in those around you.You and all allies in a 30 feet radius around you gain: - 10 radiant,fire or necrotic bonus damage (based on your alignment) on any spell or weapon attack. - 20 ft. bonus to any speed, while not moving away from a hostile target. - Advantage on all saving throws. ## Judgement ### Judgement: Punishment You gave up on peace and negotiation and started to uphold the law by force. Punishing the wicked, you wander the world to purge all evil from it. #### Condemnation: At 3rd level, using your main action you cause chains to erupt from underneath your feet, sprouting towards all nearby enemies. All enemies in a 45 feet radius around you make a dexterity saving throw (DC=8+ your wisdom modifier+proficiency).On a failed save the target takes damage equal to your weapon damage and becomes restrained.On a succesfull save the target takes half the damage and isn’t restrained. Each affected creature makes a strength saving throw(DC=8+ your wisdom modifier+proficiency) at the end of it’s turn to remove this condition. This can be used twice before finishing a long rest, but not twice in the same fight. #### Slaughter: At 6th level, your weapon attacks deal bonus damage, equal to your proficiency bonus. #### Sigil of Punishment: At 11th level, using your bonus action you place a sigil on target enemy for 1 minute, marking them for castigation. You have the following bonuses against sigiled enemies: - You have advantage on attack rolls made against them. - You deal bonus damage, equal to your proficiency bonus, to the sigiled enemy. This feature can be used once before finishing a long rest. #### Execution sentence:(requires wielding a two-handed weapon) At 16th level, you can put all your strength and anger into one massive strike. Choose a creature within your reach and roll a *d*20, if you roll 20, the target's head is cut off and it dies. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head or has legendary actions. Such creature instead takes 2d12 additional damage. If you roll anything else, you deal maximum damage of four times your weapon damage plus the number rolled on the *d*20 to the target, then your turn ends. You can use this feature once before finishing a long rest.
##### What's weapon damage? Weapon damage equals your basic weapon damage plus all bonuses that are currently applied on the weapon, passively or actively(e.g. Weapon damage of flametongue is 4*d*6, because it deals 2*d*6 normal damage plus 2*d*6 fire damage) Bonuses that are applied to you and not the weapon itself do not count as weapon damage. Whenever an effect deals damage equal to your weapon damage, you roll the damage dice of your weapon.
\page ### Judgement: Redemption You still see the good and kindness in the hearths of all men. Protecting the innocent , you wander the world to stop the evil’s neverending schemes. #### Blinding flash: (requires wielding a shield) At 3rd level, you can release a burst of light from your shield, affecting a 15 feet cone. Each hostile creature in the area makes a Constitution saving throw(DC=8+ your wisdom modifier+proficiency).On a failed save each target takes 3*d*8 radiant damage, increasing to 5*d*8 at 11th level and 7*d*8 at 17th level, and becomes blinded. On a succesfull save the target takes half the damage and isn‘t blinded. This can be used twice before finishing a long rest, but not twice in the same fight. #### Tireless protector: At 6th level, you gain +1 additional AC when you are wielding a shield.
#### Sigil of protection: At 11th level, using your bonus action you place a sigil on target ally for 1 minute, marking them for protection. The sigiled ally has the following bonuses: - Enemies have disadvantage on attacks made against him. - The ally regenerates 5 HP at the start of his turn. This feature can be used once before finishing a long rest. #### Bastion of light: (requires wielding a shield) At 16th level, you can use your action and cause pure light to erupt from the ground up to 30 feet away from you, forming an impenetrable barrier in a 5 feet radius around the center point. All allies, that are willing to, are teleported into the zone and all enemies are pushed out of it. To pass through the barrier an enemy must make a DC 23 Wisdom check, on a succesfull check the enemy passes through. On a failed check the enemy takes 4d6 radiant damage and stays outside. Allies and their attacks can pass freely. Enemy projectiles and spells can‘t pass through the shield. Allies can attack enemies, that are outside the zone, while still standing in it. The barrier lasts 1 minute or you can end it using your bonus action. This feature can be used once before finishing a long rest.
### Laws | Name | Requirement |Effect| |:----|:-------------|| | Law of Balance | None |Once before finishing a short rest, using your action, you can deal damage equal to half of your missing health to target enemy, that is within 20 feet of you.| | Law of Purity|9th level or higher|You gain resistance to poison and immunity to all nonmagical diseases. Additionally choose one damage type, you gain resistance on damage of that type.| | Law of Righteousness| None |Whenever you get hit by a critical strike, your next attack against the enemy who stroke you is a guaranteed critical strike, if it hits. This law can be used twice before finishing a short rest.| | Law of Freedom | 14th level or higher |Once before finishing a long rest, you automatically succeed on a check made to remove a condition or a check made against any spell.| | Law of Karma |14th level or higher|Once before finishing a long rest, whenever you are hit by a single target spell or a magical ability, you can redirect it back to the attacker.| |Law of Virtue|None| You can’t be surprised and you have advantage on Dexterity saving throws. If an enemy uses a poison or any other item than his weapon, you can make an opportunity attack against them.| |Law of Martyrdom|9th level or higher| Whenever you make a melee attack, you can pay any amount of life. You add bonus damage to that attack,equal to half of the lives paid. You can’t pay more than 50 lives per attack.| |Law of Divinity|14th level or higher|You grow a pair of angelic, draconic or demonic wings(based on your alignment). Your flying speed is 60 feet. Those wings can be summoned and unsummoned at will.| |Law of Consecration|9th level or higher| You can consecrate a weapon, shield or an armor, increasing its quality by +1. Only three items can be consecrated this way at a time and an item can be consecrated only once. When you choose to consecrate a new item, you must remove the consecration from one of the previous three. |
**Credits:** made with the NATURALCRIT homebrewery,**Art:**http://forum.r2games.com, http://pngimg.com, https://vignette.wikia.nocookie.net