ClassThe Standing Verdict

Justicar

A divine warrior who channels celestial energy as a living instrument of higher purpose.

The Justicar is a divine warrior who channels celestial energy as a living instrument of higher purpose. Through Holy Prayer they fall silent and inward, seeking wisdom and harmony, and rise restored in body and will.

Some deliver judgment to foes while shielding the faithful; some stand as the hand that balances the scales between mercy and tyranny; some place themselves between harm and the harmless, wielding compassion and force in equal measure to preserve life.

STR
d6
AGI
d6
RES
d8
FCS
d6
INT
d6
Core Attributes
INT · RES
Innate Skills
religion, magicka, history/diplomacy/first_aid
Innate School
Divine
Armor
Medium · Heavy

Starting EquipmentCommon hammer-type weapon. Medium or heavy armor. Holy symbol, book of prayers, two vials of blessed water.

Core Abilities

Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.

  • Holy Prayer

    Ability

    Spend an Extended Action (1 minute) to enter deep prayer. Over the duration, you regenerate HP equal to Level × INT Bonus and WP equal to Level × FCS Bonus. Usable once per Rest.

  • Divine Literature

    Talent16 SP

    Increase your FCS Bonus equal to your Religion level. The bonus cannot exceed 20 this way.

  • Force of Will

    TalentL320 SP

    Once per day, when you would take will damage or use an ability that costs WP, you may roll a RES Save against the damage or cost. On success, you lose half the will.

Path of Advancement

Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.

LevelDice UpsRequired Bonuses
2—INT 4 · RES 4
3RES UpINT 6 · RES 6
4—INT 8 · RES 8
5Free Up + INT UpINT 10 · RES 10
6—INT 12 · RES 10
7—INT 12 · RES 12
8Free UpINT 14 · RES 14
9—INT 16 · RES 16
10Free UpINT 18 · RES 18

Specializations

General Class Picks

Picks available to every Justicar, before a specialization is chosen.

Level 1

Holy Prayer

Ext + 1 Action + MinutesAuto

Spend an Extended Action (1 minute) to enter deep prayer. Over the duration, you regenerate HP equal to Level × INT Bonus and WP equal to Level × FCS Bonus. Usable once per Rest.

  • Heal
  • Utility
Details →

Revenge

Bonus Action + 1 Action·8 WP10 SP

Use a Bonus Action and make a Melee Attack against a target that attacked you after your last turn. Add 5 to Hit and the Attack deals additional 1d8 + INT Bonus Divine Damage.

  • Melee
  • Single Target
Details →

Aura of Protection I

Bonus Action + 1 Action·4 WP7 SP

When an ally within 5 meters of you is about to take damage from any source, you may expend 2 Bonus Actions to Activate Protective Aura. You may also activate the spell on your turn using 1 Bonus Action. A blue and white prismatic aura spreads over a 5 meter radius emanating from you. Any time, including the activation, an ally takes damage inside the aura, they reduce damage taken by 1. The aura lasts for 10 rounds, until you decide to end it (Free Action on your turn) or it is replaced by another aura.

  • AoE
  • Utility
Details →

Aura of Redemption

Full Action16 SP

Use a Full Action to activate Aura of Redemption. While active, whenever an enemy hits you or an ally within 5 meters with an attack, the attacker takes Divine Damage equal to your Level + FCS Bonus. The aura lasts for 10 rounds, until you decide to end it (Free Action on your turn) or it is replaced by another aura.

  • AoE
Details →

Purifying Smite

1/2 Action·8 WP18 SP

Use a ½ Action and make a melee Attack against a target within your reach. On hit, the Attack deals normal Melee Damage as Divine Damage and additional 1d8 Divine Damage. Reduce one Condition Rating on yourself equal to Extra Divine Damage dealt. Exhausted and Fatigued can not be reduced.

  • Melee
  • Single Target
Details →

Holy Word

1/2 Action·8 WP12 SP

Spend a ½ Action and choose a target within 10 meters of you that can hear you. You say holy words, healing the target for INT Die + Level HP and reducing the highest harmful Condition Rating by 1.

  • Heal
  • Single Target
Details →

Blessing

Bonus Action + 1 Action·20 WP12 SP

Use a Bonus Action and touch an ally to heal them for INT Die + INT Bonus HP. Alternatively, when an ally within 5 meters is hit by an attack (after defense is resolved but before damage is applied), you may expend a Bonus Action to cast Blessing on them. If the healing prevents the ally from dropping to 0 HP after the damage is applied, you regain 5 WP.

  • Heal
  • Single Target
Details →

Redeeming Smite

Free Action·4 WP16 SP

After you hit an enemy with Basic Melee Attack, you may add 1d8 + level Divine Damage as a Free Action (up to FCS bonus per day) to the damage. If the target is killed, WP used for Redeeming Smite are regained.

  • Melee
  • Single Target
Details →

Hand of Justice

1/2 Action·5 WP12 SP

Use a ½ Action to make an empowered Melee Attack, gaining 10 meters of reach and bonus equal to level to either Hit or Damage.

  • Melee
  • Single Target
Details →

Divine Intervention

Bonus Action + 1 Action·10 WP12 SP

As a reaction, when an ally is about to take damage, use a Bonus Action and leap to protect them up to 5 meters away and if they are not adjacent to you, landing between the ally and the attacker or between ally and your starting position if there is no space. Reduce Damage equal to RES Roll + normal reductions. If you receive no damage, you have an extra Bonus Action to use next turn.

  • Utility
  • Single Target
Details →

Level 2

Whenever you successfully Block or Dodge an Attack, you may instantly use a Bonus Action for free as if it was your turn.

Details →

Zealot's Celerity

Bonus Action + 1 Action·6 WP14 SP

Expend a Bonus Action to move up to 5 meters. If you end this movement adjacent to an enemy, your next attack against them this round gains +2 to Hit. While you have an Aura active, Zealot's Celerity costs no WP (once per round) and does not provoke Attacks of Opportunity.

  • Utility
Details →

Level 3

Unlocked at Level 3. Once per day, when you would take will damage or use an ability that costs WP, you may roll a RES Save against the damage or cost. On success, you lose half the will.

  • Utility
Details →

Aura of Protection II

Bonus Action + 1 Action·8 WP7 SP

Requires: Pick: Aura of Protection I

Functions as Aura of Protection I but allies within the aura reduce damage taken by 2. Requires level 3 for Level II.

  • AoE
  • Utility
Details →

Skyward Shield

1/2 Action·8 WP16 SP

Use a ½ Action to embody Divine Energies into a Divine Projection of your shield, blasting it towards an enemy up to 15 meters away. Make a Ranged Spell Attack. On a hit the target takes Divine Damage equal to Roll and is Dazed(1).

  • Ranged
  • Spell
  • Single Target
Details →

Holy Nova

1 Action·15 WP24 SP

Spend 1 Action to unleash an enlightening burst of holy energy. All allies within 5 meters of you regain HP equal to your INT Bonus. Enemies within 5 meters receive Divine Damage equal to ½ INT Bonus.

  • AoE
  • Heal
Details →

Level 4

Thundering Smite

1/2 Action·12 WP20 SP

Use a ½ Action and make a forceful melee attack, invoking holy energies to erupt. On hit, the target takes normal melee attack damage. The target and any enemies within 5 meters of it must succeed a RES Save against your INT Check or be knocked back 5 meters away from you and fall prone.

  • Melee
  • AoE
Details →

Hopeful Prayer

Full Action·20 WP30 SP

You spend a Full Action to quiet down into a prayer. Choose 3 friendly targets within 30 meters of you. The targets receive INT Bonus HP and FCS Bonus WP instantly and at the start of their turns. You instead receive double INT Bonus HP and WP instantly. Usable once per Combat.

  • Heal
  • Multi Target
Details →

Once per combat, when you use an ability or cast a Divine spell on your turn, gain one Bonus Action to be used this turn.

Details →

Level 6

Aura of Protection III

Bonus Action + 1 Action·8 WP20 SP

Requires: Pick: Aura of Protection II

Functions as Aura of Protection I but allies within the aura reduce damage taken by 4. Requires level 6 for Level III.

  • AoE
  • Utility
Details →

Aura of Reckoning

Full Action30 SP

Use a Full Action to activate Aura of Reckoning. While active, allies within 5 meters gain +2 to Hit and Damage and deal additional 1d8 Divine Damage with their attacks. Enemies within 5 meters suffer -2 to Hit and Damage. Additionally, healing effects you cast on allies within the aura heal an additional 1d8 HP. The aura lasts for 10 rounds, until you decide to end it (Free Action on your turn) or it is replaced by another aura.

  • AoE
Details →

Aura of Vigilance

Full Action·40 WP24 SP

Use a Full Action to activate Aura of Vigilance. While active, allies within 5 meters cannot be Surprised and gain +2 to Initiative rolls. Allies within the aura gain +2 to all Perception and Awareness checks. If combat begins while Aura of Vigilance is active, you may cast another aura on your first turn Quickened by two steps. The aura lasts for 2 hours, until you decide to end it (Free Action on your turn) or it is replaced by another aura.

  • AoE
  • Utility
Details →

Revenge II

Bonus Action + 1 Action·10 WP20 SP

Requires: Pick: Revenge

Use a Bonus Action and make a Melee Attack against a target that attacked you after your last turn. Add 5 to Hit and the Attack deals additional 2d8 + INT Bonus Divine Damage.

  • Melee
  • Single Target
Details →

Your melee weapon attacks that deal Divine Damage reduce the target's healing received by half for 2 rounds. This effect does not stack, only refreshes duration.

Details →

Level 8

Choose INT or RES. Increase your bonus cap in that attribute by 2 and immediately gain 1 bonus in that attribute. The additional bonus cannot exceed the new cap.

Details →
Class · System ReferenceØMEN: After Dragons