Justicar PathThe Standing Verdict

Retribution

Resilient protector of faith delivers judgment to foes and protects allies.

Pick Tree

16 picks along the Retribution path. Pair them with the general Justicar class picks.

Level 2

Radiating Strike

1 Action·8 WP16 SP

Choosing this locks Retribution as your Specialization. Spend Action to infuse your weapon with Divine energy before making a powerful attack with it. Depending on weapon type different effects occur: Slashing Damage cleaves all targets within 5 meters of you. The same attack roll is used for every enemy. Piercing Damage causes damage to target and all enemies behind and within 5 meters of the target. With Crushing Damage, you hit the ground instead, causing all enemies within 5 meters of you to Roll AGI Save against your STR Check. On fail they gain Stunned(1).

  • Melee
  • AoE
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Seal of Judgment

Bonus Action + 1 Action·6 WP14 SP

Requires: Pick: Radiating Strike

Expend a Bonus Action to mark a target within 10 meters with a Seal of Judgment. While sealed, you deal +2 Divine Damage against the target and the target deals -2 damage against anyone other than you. Seal lasts until the target dies, you seal a different target, or combat ends.

  • Single Target
  • Utility
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Level 3

Consecrate

1 Action·10 WP20 SP

Requires: Pick: Radiating Strike

Spend 1 Action to consecrate the ground, hitting all enemies within 5 meters of you. The enemies hit take 1d4 + FCS Bonus Will Damage.

  • AoE
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Requires: Pick: Radiating Strike

When you are hit by an attack while you have a Seal of Judgment active on the attacker, you deal Divine Damage equal to your Level back to them. This triggers automatically and does not cost an action or WP.

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Spreading Judgment

Free Action·8 WP18 SP

Requires: Pick: Radiating Strike

When you hit an enemy with a melee attack, all other enemies within 3 meters of the target take Divine Damage equal to your FCS Bonus. Usable once per round.

  • Melee
  • AoE
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Sacred Rest

1 Action18 SP

Requires: Pick: Radiating Strike

Spend 1 Action to center yourself in divine focus. Regain HP equal to your RES Bonus and WP equal to your FCS Bonus. Gain 1 Bonus Action to be used until your next turn. Usable once per rest.

  • Heal
  • Utility
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Level 4

Requires: Pick: Radiating Strike

You may add INT Die to your first Block each round. If you successfully Block, the target receives Divine Damage equal to INT die roll.

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Divine Reckoning

1 Action·14 WP24 SP

Requires: Pick: Radiating Strike

Use 1 Action to strike the ground with your weapon. All enemies within 5 meters must succeed a RES Save against your FCS Check or take 2d8 + FCS Bonus Divine Damage and be knocked Prone. On a successful save, they take half damage and are not knocked Prone. If you have a Seal of Judgment active, the sealed target takes -2 to this save.

  • AoE
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Requires: Pick: Radiating Strike

While you have a Seal of Judgment active, you gain +2 to all defensive rolls against attacks from the sealed target and +2 to all attack rolls against them. If the sealed target is reduced to 0 HP, you regain WP equal to your Level.

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Level 5

Unyielding Judgment

1 Action·50 WP50 SP

Requires: Pick: Radiating Strike · Attribute: RES 10

For three rounds, your attacks deal maximum damage (no roll, always max dice value). Your defense rolls are always maximum. Still requires successful hit/defense checks, but values are guaranteed.

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Level 6

Requires: Pick: Radiating Strike, Martyr's Resolve

When your actions prevent an adjacent ally from taking damage, Martyr's Resolve is triggered and deals damage to the attacker even if they do not have Seal of Judgment on them.

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Requires: Pick: Radiating Strike, Seal of Judgment

Your Seal of Judgment now deals +4 Divine Damage from your attacks and allies deal +2 Divine Damage against the sealed target. The -2 damage penalty to non-you targets remains unchanged. When you reduce a sealed target to 0 HP, you may immediately apply Seal of Judgment to another target within 10 meters at no WP cost.

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Level 7

Requires: Pick: Radiating Strike, Unyielding Judgment

While Unyielding Judgment is active, once per round you may pass the Judgment effect to an ally within 5 meters. Their next attack or defensive roll before the start of your next turn uses maximum values instead of rolling. Additionally, the first attack or ability targeting your Sealed target each round cannot be actively defended against until the start of your next turn - the target may only use their base defense roll without Block, Dodge, or Parry.

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Level 8

Requires: Pick: Radiating Strike, Seal of Judgment II

Your Sealed target cannot receive healing or restoration from external sources while the Seal is active. Only the target's own abilities, spells, or consumables can restore their HP or WP. Additionally, when the Sealed target misses an attack against you, they take Divine Damage equal to your FCS Bonus.

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Level 9

Divine Compulsion

1 Action·16 WP36 SP

Requires: Pick: Radiating Strike

Use 1 Action to release a burst of divine authority. All enemies within 5 meters take 1d8 + FCS Bonus Divine Damage and must succeed a FCS Save against your FCS Check or be compelled to attack you. If a compelled enemy ends their next turn without having attacked you, they take Will Damage equal to your FCS Bonus.

  • AoE
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Level 10

Righteous Rebuke

Free Action·30 WP50 SP

Requires: Pick: Radiating Strike

Usable once per Rest. As a Free Action, until the start of your next turn, any attack that targets you, whether it hits or not, deals half the attack's damage (before reductions) as Divine Damage to the attacker.

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Justicar · RetributionØMEN: After Dragons