```metadata title: 'Warlock: The Judge' description: '' tags: '' systems: - 5e renderer: legacy theme: 5ePHB ``` ```css /* A4 Page Size */ .phb { width : 210mm; height : 296.8mm; }/*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ``` ### Warlock: The Judge ____ *You have entered into a pact with a powerful entity that serves as the universe's judge, jury, and executioner. They seek to enforce absolute law upon all of existence, punishing any who would dare disrupt this order. With your pact, you serve as the prosecutor for the likes of Eunomia, Primus, Themis, or Tyr. Criminals beware, court is now in session!* ___ #### Expanded Spell List ___ The Judge lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Judge Expanded Spells | Spell Level| Spells | |:----:|:-------------| | 1st | Command, Detect Evil and Good | | 2nd | Calm Emotions, Silence | | 3rd | Clairvoyance, Sending | | 4th | Arcane Eye, Locate Creature | | 5th | Dispel Evil and Good, Hallow | | 9th | Imprisonment | ___ #### Magistrate's Verdict Starting at 1st level, you can channel a portion of your Patron's power to cast judgement upon a creature's very soul. As an action, you can choose one creature that you can see within 60 feet of you. That creature must then make a Charisma saving throw against your spell save DC. On a failed saving throw, the creature is judged and one of the following verdicts is given: ___ **Not Guilty.** This verdict is given to creatures that have a good alignment. Until the end of your next turn, attacks made against this creature by you or friendly creatures deal an additional 1d8 necrotic damage. ___ **Guilty.** This verdict is given to creatures that have an evil alignment. Until the end of your next turn, attacks made against this creature by you or friendly creatures deal an additional 1d8 radiant damage. ___ **Hung Jury.** This verdict is given to creatures that have a neutral alignment or are unaligned. Until the end of your next turn, attacks made against this creature by you or friendly creatures deal an additional 1d8 psychic damage. ___ The amount of damage a judged creature takes from this feature increases to 3d8 at 10th level. Once you successfully use this feature on a creature, you cannot target them again with it until a full day has passed. ___ #### All Rise ___ At 6th level, your prescence emanates a powerful aura that overwhelms your enemies with fear while at the same time empowering your allies with hope. Hostile creatures that end or begin their turn within 5 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, they are stunned until the beginning of their next turn. A creature automatically succeeds on this save if it is immune to being frightened. Allies that begin their turn within 5 feet of you gain a bonus to the next attack roll they make equal to your Charisma modifier. ___
























#### Under Oath ___ Also at 6th level, you are able to use your pact magic to coerce a creature into confessing the truth of their crimes to you. As an action, you can cast the Zone of Truth spell without expending a spell slot. When the spell is cast in this way, you forgo the area of effect to choose one creature you can see within the spell's range and creatures that fail their saving throw are unable to avoid answering questions to which they would normally respond with a lie, though they can still be evasive with their answers as long as it remains within the boundaries of the truth. You can use your action in this way a number of times equal to your Proficiency bonus, regaining all expended uses on a short or long rest. ___ #### Temporary Restraining Order ___ At 10th level, you can temporarily bind a creature in magical chains when you cast judgement upon their soul. Your Magistrate's Verdict feature now also restrains a creature upon a failed save, in addition to suffering the effects of its verdict. A creature restrained by your Magistrate's Verdict feature remains so until the end of its next turn. ___ #### Grand Jury ___ Starting at 14th level, your unshakeable faith in your verdicts inspires awe in your comrades, emboldening them to action. When you successfully use your Magistrate's Verdict feature on a creature, you can use your bonus action to choose a number of friendly creatures equal to your Charisma modifier that are within 30 feet of the creature. These friendly creatures can then use their reaction to move up to their movement speed towards the creature and make one attack against. Once you use your bonus action in this way, you cannot do so again until you complete a long rest. ___ ___ **Image Sources:** - Fantasy Pics Inc.