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
AbilitySpend 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 SPIncrease your FCS Bonus equal to your Religion level. The bonus cannot exceed 20 this way.
Force of Will
TalentL320 SPOnce 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.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | — | INT 4 · RES 4 |
| 3 | RES Up | INT 6 · RES 6 |
| 4 | — | INT 8 · RES 8 |
| 5 | Free Up + INT Up | INT 10 · RES 10 |
| 6 | — | INT 12 · RES 10 |
| 7 | — | INT 12 · RES 12 |
| 8 | Free Up | INT 14 · RES 14 |
| 9 | — | INT 16 · RES 16 |
| 10 | Free Up | INT 18 · RES 18 |
Specializations
Retribution
16Resilient protector of faith delivers judgment to foes and protects allies.
Divine
9Delivers exactly what is deserved, standing as the hand that balances the scales between mercy and tyranny.
Salvation
12Stands between harm and the harmless, wielding compassion and force in equal measure to preserve life.
General Class Picks
Picks available to every Justicar, before a specialization is chosen.
Level 1
Divine Literature
Increase your FCS Bonus equal to your Religion level. The bonus can not exceed 20 this way.
Details →Holy Prayer
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.
Details →Aura of Protection I
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.
Details →Aura of Redemption
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.
Details →Purifying Smite
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.
Details →Blessing
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.
Details →Redeeming Smite
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.
Details →Hand of Justice
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.
Details →Divine Intervention
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.
Details →Level 2
Divine Guidance
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
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.
Details →Level 3
Force of Will
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.
Details →Aura of Protection II
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.
Details →Skyward Shield
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).
Details →Level 4
Thundering Smite
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.
Details →Hopeful Prayer
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.
Details →Righteous Momentum
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
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.
Details →Aura of Reckoning
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.
Details →Aura of Vigilance
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.
Details →Revenge II
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.
Details →Sanctified Strikes
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
Divine Resolve
While you have an Aura active, you gain 1 additional Bonus Action at the start of your turn.
Details →