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Implementation of Justicar Rogue by LaserLlama

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This is an adaptation of the Justicar Rogue subclass by LaserLlama, as close to rules as written as I could get it:

Compatibility Framework support implemented by the amazing Xarara, in Compatibility Framework Subclass Patches
Alternative compatibility support in Subclass Compatch

All spell lists for this mod are handled by my Spells Extra library

This subclass has progression to level 20. You don't need a mod to increase the level cap, you just won't get the level 13-20 features

It's currently not possible to activate the choice of deity for just one subclass, so I'd recommend a mod like Deity For All if you want one

Subclass Features:
Spellcasting:
3rd-level Justicar feature
Your conviction and faith allow you to produce divine spells, much like a cleric or a paladin does.
Cantrips: You learn two cantrips of your choice from the Justicar Spell List, and you learn an additional Justicar cantrip when you reach 10th level.
Spell Slots: The Justicar Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the wrathful smite spell and have both a 1st and a 2nd-level spell slot, you can cast wrathful smite using either spell slot.
Spells Known of 1st-Level and Higher: You know three 1st-level Justicar spells. The Spells Known column of the Justicar Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.
When you gain a level, you can replace one of your Spells Known with another spell from the Justicar Spell List. The spell must also be of a level for which you have spell slots.
Spellcasting Ability: Charisma is your spellcasting ability for your Justicar spells.
- Implementation Notes:
- Rules as written
- Progression:
- Spell Slots:
- Level 3: Gain 2 spell slots, 1st level
- Level 4: Gain 1 spell slot, 1st level
- Level 7: Gain 1 spell slot, 1st level; Gain 2 spell slots, 2nd level
- Level 10: Gain 1 spell slot, 2nd level
- Level 13: Gain 2 spell slots, 3rd level
- Level 16: Gain 1 spell slot, 3rd level
- Level 19: Gain 1 spell slot, 4th level
- Spells & Cantrips Known:
- Level 3: Learn 2 cantrips from the Justicar spell list; Learn 3 spells from the Justicar spell list
- Level 4: Learn 1 spell from the Justicar spell list
- Level 7: Learn 1 spell from the Justicar spell list
- Level 8: Learn 1 spell from the Justicar spell list
- Level 10: Learn 1 cantrip from the Justicar spell list; Learn 1 spell from the Justicar spell list
- Level 11: Learn 1 spell from the Justicar spell list
- Level 13: Learn 1 spell from the Justicar spell list
- Level 14: Learn 1 spell from the Justicar spell list
- Level 16: Learn 1 spell from the Justicar spell list
- Level 19: Learn 1 spell from the Justicar spell list
- Level 20: Learn 1 spell from the Justicar spell list

Channel Divinity:
3rd-level Justicar feature
Also at 3rd level, you gain the ability to channel divine energy directly from your god, and can use it to fuel magical effects. You start with one such divine effect, Shroud of Faith.
Once you use your Channel Divinity, you must finish a short or long rest before you can use it again. Upon reaching 13th level, you can use it twice between short or long rests.
Shroud of Faith: As an action, you grip your holy symbol and invoke the protection of your god. You, and anything you are wearing or carrying, becomes invisible for up to 1 minute. This effect ends early if you attack or cast a spell.
- Implementation Notes:
- Rules as written, since this is a clone of Trickery Domain Cleric's Cloak of Shadows, I've given that ability almost un-altered to Justicar
- The only changes are the name & duration (10 turns)
- Progression:
- Level 3: Gain 1 Channel Divinity charge; Gain Shroud of Faith
- Level 13: Gain 1 Channel Divinity charge

Divine Sense:
3rd-level Justicar feature
The presence of evil registers on your senses like a noxious odor, and good rings like music in your ears. Starting at 3rd level, you can use a bonus action to open your awareness to detect such creatures in your presence. Until the end of your next turn, you know the location of any celestials, fiends, or undead within 60 feet that are not shielded from divination magic. You know the creature type of any creature whose presence you sense, but not its identity. You also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell, within the same radius.
Once you use this feature you must finish a short or long rest before you can use it again.
- Implementation Notes:
- Since this is a copy of Paladin's Divine Sense, I've just given Larian's version of that ability un-altered to Justicar
- Progression:
- Level 3: Gain Divine Sense

Consecrated Strikes:
9th-level Justicar feature
Your god has consecrated your weapons. Beginning at 9th level, when you hit a creature with an attack that includes Sneak Attack damage, you can expend a spell slot of 1st-level or higher to empower your strike with radiant judgment.
The additional damage from your Sneak Attack becomes radiant damage, and if you roll a 1 or 2 on any of damage dice for this attack, you can re-roll the die, though you must use the new roll, even if your new roll is a 1 or a 2.
- Implementation Notes:
- Consecrated Strike (Melee): An edited Sneak Attack (Melee) that deals Radiant damage & costs a spell slot
- Consecrated Strike (Ranged): An edited Sneak Attack (Ranged) that deals Radiant damage & costs a spell slot
- Consecrated Strike & Consecrated Strike (Critical Hit) interrupts to match the base game Sneak Attack ones, same effect as above
- Progression:
- Level 9: Gain Consecrated Strikes

Divine Judgment:
13th-level Justicar feature
You pour out divine wrath on those you mark as blasphemers or heretics. Starting at 13th level, you can use a bonus action to mark a creature you can see within 30 feet as a foe of your god. While marked, any attack you make against that creature scores a critical hit on a roll of 19 or 20 on the d20.
Your mark lasts for 1 minute, and ends early if you are incapacitated. Once you mark a creature you must finish a short or long rest before you can use it again.
- Implementation Notes:
- Rules as written
- Progression:
- Level 13: Gain Divine Judgment

Anointed Inquisitor:
17-level Justicar feature
Beginning at 17th level, the power of your belief grants you a boon of protection against any magic that would hinder you from carrying the will of your god. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier.
- Implementation Notes:
- Rules as written
- Progression:
- Level 17: Gain Anointed Inquisitor

Justicar Spell List:

- Cantrips:
- Blade Ward
- Guidance
- Light
- Resistance
- Sacred Flame
- Sword Burst
- Thaumaturgy
- Toll the Dead
- True Strike
- Word of Radiance
- 1st level:
- Arms of Hadar
- Bane
- Bless
- Cause Fear
- Charm Person
- Command
- Compelled Duel
- Divine Favour
- Expeditious Retreat
- Guiding Bolt
- Heroism
- Inflict Wounds
- Sanctuary
- Searing Smite
- Shield of Faith
- Thunderous Smite
- Witch Bolt
- Wrathful Smite
- 2nd level:
- Aid
- Blindness
- Branding Smite
- Darkness
- Invisibility
- Mind Spike
- Misty Step
- Shadow Blade
- Silence 
- 3rd level:
- Bestow Curse
- Blinding Smite
- Daylight
- Fear
- Hunger of Hadar
- Speak with Dead
- Vampiric Touch
- 4th level:
- Banishment
- Blight
- Death Ward
- Freedom of Movement
- Staggering Smite
  翻译: