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Justicar

A
dragonborn clutching a vicious battleaxe waves
a hand, the charging orc marauder staggers as
lethargy overtakes him. A silver filigree collar
forms around his neck, glowing as the
dragonborn swings his axe, cleaving the orc's
skull in twain.
Clad in black armor, the tiefling chants under her breath,
forming a glowing purple sigil on her breast. Strength
increases, reflexes heighten. The tiefling cackles and she
wades into the fray, cutting down bandits one by one.
The massive red dragon lands with grace as it taunts the elf
before it. The elf traces a fiery insignia in the air and it
appears over the dragon's heart. With a flash, the red dragon
is engulfed in flames, shrieking in surprise at the effectiveness
of the fire.
A dwarf slides behind cover and looks over the body of his
fallen human comrade, a radiant halo surrounding his head.
He places a hand on the dead body and the halo explodes,
jolting the human back to life. As the human sits up, the dwarf
chants a spell reinvigorating his ally.
In the shadows of the tavern, a pureblood looks on as a fight
breaks out, her hobgoblin target among them. With a whisper
a wispy aura surrounds the hobgoblin and she siphons off
knowledge of his capabilities while he faces off against the
drunkards at the bar.
With a mighty roar the goliath raises his hands to the air
and a pillar of intricately stacked skulls bursts forth from the
ground. The charging goblins around the skull totem fumble
and fall as the goliath charges at them.
Melee and Magic
Justicars hybridize the art of casting spells with the ferocity of
melee combat. Most of these powerful warriors began their
career as fighters that discovered their magical talents later in
life, while others who were adept at spellcraft found that a
sword fit their hand just as well.
Because of their martial nature, justicars prefer more of a
utility aspect to their magic, choosing to disorient the enemy
with spells and then handle them with physical weapons.
Weavers of Curses
The Justicar's brand is a special curse learned from their
arcane training. This curse is their legacy and it is one that
they will expand to fit their needs for as long as they draw
breath. The brand itself can only be physically seen by the
Justicar and those they wish to reveal it to, but its effects on
those it curses are far more real than some simple illusion.
The curse itself causes various physical debilitations
depending on how the justicar has shaped it over the years,
and its power grows stronger with the justicar. Unlike most
spells, the justicar's curse is malleable allowing them to fit
into the role the wish to play on the battlefield.

1
The Justicar
Proficiency Affliction Brand Spells
Level Bonus Features Penalty Die Known 1st 2nd 3rd 4th 5th
1st +2 Brand -2 — — — — — — —
Spellcasting, Arcane Detonation, Fighting
2nd +2 -2 d6 2 2 — — — —
Style
3rd +2 Brandshaper -2 d6 3 3 — — — —
4th +2 Ability Score Improvement -2 d6 3 3 ─ ─ ─ ─
5th +3 Extra Attack -3 d6 4 4 2 ─ ─ ─
6th +3 Brandshaper Feature -3 d8 4 4 2 ─ ─ ─
7th +3 Curse Jumper -3 d8 5 4 3 ─ ─ ─
8th +3 Ability Score Improvement -3 d8 5 4 3 ─ ─ ─
9th +4 — -4 d8 6 4 3 2 ─ ─
10th +4 Brandshaper Feature -4 d10 6 4 3 2 ─ ─
11th +4 Cursebinder (2) -4 d10 7 4 3 3 ─ ─
12th +4 Ability Score Improvement -4 d10 7 4 3 3 ─ ─
13th +5 — -5 d10 8 4 3 3 1 ─
14th +5 Brandshaper Feature -5 d12 8 4 3 3 1 ─
15th +5 Cursebinder (3) -5 d12 9 4 3 3 2 ─
16th +5 Ability Score Improvement -5 d12 9 4 3 3 2 ─
17th +6 — -6 d12 10 4 3 3 3 1
18th +6 Cursebinder (4) -6 d12 10 4 3 3 3 1
19th +6 Ability Score Improvement -6 d12 11 4 3 3 3 2
20th +6 Hexmage -6 d12 11 4 3 3 3 2

Equipment
Class Features You start with the following equipment, in addition to the
As a justicar, you gain the following class features equipment granted by your background:
Hit Points (a) a martial weapon and shield or (b) two martial weapons
Hit Dice: 1d10 per justicar level (a) five javelins or (b) any simple weapon
Hit Points at 1st Level: 10 + your Constitution modifier (a) a dungeoneer's pack or (b) an explorer's pack
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Chain mail and an arcane focus
modifier per justicar level after 1st Starting Wealth
Proficiencies If you choose to start with gold instead of equipment, your
Armor: All armors, shields starting gold is 5d4 x 10 gp.
Weapons: Simple weapons, martial weapons Multiclassing
Tools: None
Prerequisites. To qualify for multiclassing into the justicar
Saving Throws: Constitution, Intelligence class, you must met these prerequisites: Strength 13 and
Skills: Choose two from Arcana, Athletics, History, Insight, Intelligence 13.
Intimidation, Medicine, Religion, and Survival Proficiencies. When you multiclass into the justicar class,
you gain the following proficiencies: Light armor and simple
weapons.

2
Brand Spellcasting Ability
Intelligence is your spellcasting ability for your justicar spells,
Beginning at 1st level you learn to use a special curse known since your magic is drawn from the arcane energies of the
as a brand. As a bonus action you curse a creature within 60 weave. You use your Intelligence whenever a spell refers to
feet of you with your brand, which only you and those you your spellcasting ability. In addition, you use your Intelligence
choose can see. While branded, the target suffers from an modifier when setting the saving throw DC for a justicar spell
affliction that reduces its speed by 10 feet, it also imposes a you cast and when making an attack roll with one.
penalty to their weapon attack rolls as shown in the Justicar
table. Spell Save DC = 8 + your proficiency bonus +
If a feature causes your brand to deal damage to a creature,
the damage is considered magical for the purpose of your Intelligence modifier
overcoming resistances and immunities to nonmagical
attacks and damage. Spell attack modifier = your proficiency bonus +
The brand lasts for 1 minute. The brand is consumed early your Intelligence modifier
if the target dies, you die, or you are incapacitated. When you
consume a brand, it is removed from the target and your
brand's afflictions are nullified. Spellcasting Focus
You can only curse one creature at a time with your brand, You can use an arcane focus (found in chapter 5 of the
and multiple brands do not stack. You can curse creatures Player's Handbook) as a spellcasting focus for your justicar
with your brand a number of times per short rest equal to 1 + spells.
your Intelligence modifier.
Arcane Detonation
Starting at 2nd level, you can overload your brand with arcane
energy causing it to explode. As an action, you can consume
Brand Aesthetics your brand and expend one justicar spell slot to deal force
How you manifest your brand on your enemies is up to you. damage to the target. The damage is 1d6 + your Intelligence
The most common brand is usually a large glowing sigil on the
modifier for a 1st-level spell slot, plus 1d6 + your Intelligence
modifier for each spell level higher than 1st, up to maximum
chest or forehead of the target. But perhaps your brand is an
of 5d6 + your Intelligence modifier.
aura that flows around the creature, or a mystical collar that
This damage increases as you gain levels in this class, as
encloses around their neck. While these aesthetics have no shown in the Justicar class table.
mechanical benefit, a little bit of flair goes a long way!
Fighting Style
Also at 2nd level, you adopt a style of fighting as your specialty.
Choose one of the following options. You can't take a Fighting
Spellcasting Style option more than once, even if you later get to choose
again.
By the time you reach 2nd level, you have learned to use the
arcane essence of the world to cast spells. See chapter 10 of Blade Dancer
the Player's Handbook for the general rules of spellcasting While wielding a weapon that deals slashing damage, as long
and the end of this document for the justicar spell list. as you have advantage on the attack roll, you crit on a roll of
Spell Slots
19-20.
The Justicar table shows how many spell slots you have to Vicious Lancer
cast your spells of 1st level and higher. To cast one of these While wielding a weapon that deals piercing damage,
spells, you must expend a slot of the spell’s level or higher. You whenever you roll maximum damage with one of your damage
regain all expended spell slots when you finish a long rest. For dice for that weapon, the target receives a -1 penalty to its AC
example, if you know the 1st-level spell absorb elements and until the beginning of your next turn, to a maximum of -2.
have a 1st-level and a 2nd-level spell slot available, you can
cast absorb elements using either slot. Crushing Dominator
Spells Known of 1st Level and Higher
While wielding a weapon that deals bludgeoning damage,
whenever you score a critical hit on a creature with that
You know two 1st-level spells of your choice from the justicar weapon, they are knocked prone and their speed is reduced to
spell list. 0 until the end of your next turn.
The Spells Known column of the Justicar table shows when
you learn more justicar spells of your choice. Each of these
spells must be of a level for which you have spell slots. For
instance, when you reach 5th level in this class, you can learn
one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the justicar spells you know and replace it with
another spell from the justicar spell list, which also must be of
a level for which you have spell slots.
3
Brandshaper Extra Attack
At 3rd level you hone your skills and learn how to manipulate Beginning at 5th level, you can attack twice, instead of once,
your brand in powerful ways. Choose Arcane Ravager, whenever you take the Attack action on your turn.
Blackguard, Foreunner, Hierophant, Runebinder, or
Thaumaturgist. The archetype you choose grants you features Curse Jumper
at 3rd level and again at 6th, 10th, and 14th levels. At 7th level your control over your brand expands, allowing
you to move it from target to target. Whenever a branded
Brandshaper Spells creature within 60 feet of you drops to 0 hit points before the
Each brandshaper has a list of associated spells. You gain brand's duration ends, you can use a bonus action on a
access to these spells at the levels specified in the subsequent turn to move the brand to another creature within
brandshaper description. These spells don't count against the range without consuming it.
number of justicar spells you know. You also cannot replace
them when you increase in level. Cursebinder
If you gain a brandshaper spell that doesn’t appear on the
justicar spell list, the spell is nonetheless a justicar spell for At 11th level your mastery of your brand allows you to curse
you. multiple targets. You can now have two brands active
simultaneously as long as they are not on the same creature.
Ability Score Improvement The number of simultaneous brands you can have active
increases to 3 at 15th level, and increases to 4 at 18th level.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by Hexmage
2, or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this Beginning at 20th level, you have mastered the art of cursing
feature. foes with your brand. When you roll initiative and have no
uses of your curse left, you regain one use of your brand.
Additionally, the number of brands you can place per short
rest increases by 1, and you can curse an additional creature
with your brand.

4
Brandshaper Archetypes
Arcane Ravager Arcane Ravager Features
Arcane Ravagers are justicars who have chosen not to alter Justicar Level Feature
how their curse works, but to instead perfect their mix of 3 Brandshaper Spells, Ravager's Curse
martial and arcane practices with their brand.
6 Brand Infusion
10 Arcane Dominion
14 Curse of the Weave

Brandshaper Spells
You gain brandshaper spells at the justicar levels listed. You
also learn the booming blade cantrip.
Arcane Ravager Spells
Justicar Level Spell
3rd absorb elements, shield
5th hold person, mirror image
9th bestow curse, haste
13th confusion, elemental bane
17th circle of power, far step

Ravager's Curse
Also at 3rd level, your curse adapts, granting your brand a new
affliction. Branded creatures have disadvantage on saving
throws made against the first spell you cast in a turn.
Brand Infusion
Starting at 6th level, the magic of your brand resonates
through your weapon. Whenever you hit a creature with a
melee weapon attack, if that creature is branded, you can use
a bonus action to roll one of your brand die to deal additional
force damage to the target without consuming the brand.
Arcane Dominion
At 10th level, the curse of your brand reacts violently to its
host when your spellcasting is interrupted, allowing you to
better maintain your composure. If an attack made by the
target of your brand forces you to make a Constitution saving
throw made to maintain concentration on a spell, you can add
your Intelligence bonus to the roll.
Once you use this feature, you can't do so again until you
finish a long rest.
Curse of the Weave
Beginning at 14th level, you've mastered the art of returning
the magic of your brands to your body. When you drop a
branded creature to 0 hit points with a melee weapon attack,
you can use a bonus action to regain one of your justicar spell
slots.
You can use this feature a number of times per long rest
equal to your Intelligence modifier.

5
Ethereal Sight. Your eyes form twisted visages to allow you
Blackguard better vision. You gain darkvision out to a range of 60 feet, and
Blackguards are powerful justicars who have turned to the can see in magical darkness as though it were dim light. If you
dark arts to become stronger. These once noble warriors now already have darkvision from your race, its range increases by
infuse their body and soul with vile energies that change their 30 feet.
brand into grotesque mutations, granting them immense Reflexes Your perception enhances and your body reacts
power. quicker. When you make a melee weapon attack against a
creature, you don't provoke opportunity attacks from that
Blackguard Features creature for the rest of the turn, whether you hit or not.
Justicar Level Feature
Tendrils. Your arms become more akin to tentacles, able to
stretch and twist. Your reach increases by 5 feet.
3 Brandshaper Spells, Blackguard's Curse Wings. You sprout massive leathery wings, allowing you to
6 Arcane Necrosis take to the skies. You gain a fly speed equal to your walking
speed. You can’t manifest your wings while wearing armor
10 Harvest Essence unless the armor is made to accommodate them, and clothing
14 Permanent Mutation not made to accommodate your wings might be destroyed
when you manifest them.
Brandshaper Spells Arcane Necrosis
You gain brandshaper spells at the justicar levels listed. You Starting at 6th level, you can channel the necrotic energies of
also learn the chill touch cantrip. your brand through your weapon. Whenever you hit a creature
Blackguard Spells
with a melee weapon attack, if you or that creature are
branded, you can use a bonus action to roll one of your brand
Justicar Level Spell die to deal additional necrotic damage to the target without
3rd bane, ray of sickness consuming the brand. This damage bypasses resistances and
immunities to necrotic damage.
5th blindness/deafness, shadow blade
9th fear, vampiric touch Harvest Essence
13th blight, shadow of moil At 10th level, you can use your brand to siphon the energy it
has stored in order to stave off death. Whenever you drop to 0
17th negative energy flood, steel wind strike hit points for the first time in a turn, if you are branded, you
can consume your brand. When you do, roll one of your brand
Blackguard's Curse die and regain that many hit points.
Also at 3rd level, you discover the benefits of branding Additionally, if you have the ability to place multiple brands
yourself. With this knowledge, you alter the curse to at once, you can consume the brand of a creature within 30
temporarily mutate your body to suit your own needs. When feet of you to gain double the number of hit points.
choosing a target for your brand, you can choose to brand Once you've used this feature, you can't do so again until
yourself instead of another creature. you finish a long rest.
Whenever you curse yourself with your brand, pick one Permanent Mutation
option from the Mutations listed below. While you are
branded, you gain the benefits of the chosen mutation and Beginning at 14th level, you understand how to fuse your
suffer none of your brand's usual debilitating afflictions. When brand's magic into yourself. You can spend 1 minute
the curse ends, the mutation is reabsorbed back into your permanently mutating your body with the magic of your brand.
body. You can choose a different mutation each time you curse Once this ritual is completed, you are always considered
yourself with your brand. branded.
When you complete the ritual, choose two mutations
Mutations instead of one. The chosen mutations become one with your
The mutations are presented in alphabetical order. body, granting you their benefits permanently.
Carapace. Your skin hardens, granting you some protection Mutating your body with this feature does not count against
from enemy attacks. Your AC increases by 1. the maximum number of brands you can have active at once,
Claws Your fingers grows in to sharp claws that can be but it does not allow you curse yourself with a brand again.
used as weapons or to climb vertical surfaces. Your unarmed Additionally, your harvest essence feature no longer
strikes now deals 1d6 + your strength modifier slashing requires you to consume your brand in order to function, but
damage, and you have a climb speed equal to your walking can still only be used once per long rest.
speed.
Gills. Shallow slits form along your neck, allowing you
aquatic adaptability. You gain a swim speed equal to your
walking speed, and you can breathe underwater.

6
Air Spells
Justicar Level Spell
Cantrip shocking grasp
3rd fog cloud, witch bolt
5th dust devil, levitate
9th call lightning, gaseous form
13th freedom of movement, storm sphere
17th control winds, destructive wave

Earth Spells
Forerunner Justicar Level Spell
Cantrip thorn whip
Forerunners are justicars who have studied the oldest of
elemental magics, absorbing primordial energies of the 3rd earth tremor, entangle
world's first days in order to harvest and use pure elemental 5th barkskin, earthbind
power.
9th erupting earth, meld into stone
Forerunner Features 13th grasping vine, stone shape
Justicar
Level Feature 17th transmute rock, tree stride
Elemental Attunement, Brandshaper Spells,
3
Forerunner's Curse Fire Spells
Justicar Level Spell
6 Primordial Hex
Cantrip fire bolt
10 Mold Elements
3rd burning hands, faerie fire
14 Primordial Detonation
5th flaming sphere, heat metal
Elemental Attunement 9th daylight, melf's minute meteors
Beginning at 3rd level, your magic takes on an element that 13th fire shield, wall of fire
fuels your magic. Choose from Air, Earth, Fire, or Water. Your 17th dawn, immolation
chosen element determines several aspects of this archetype,
including changing the damage type of your brand, what Water Spells
bonus spells you receive, as well as how your features work.
Justicar Level Spell
Brand Attunement Cantrip ray of frost
Element Brand Damage
3rd create or destroy water, ice knife
Air Lightning
5th misty step, snilloc's snowball swarm
Earth Acid
9th sleet storm, tidal wave
Fire Fire
13th control water, ice storm
Water Cold
17th bigby's hand, maelstrom
Brandshaper Spells
You gain brandshaper spells at the justicar levels listed, what
spells you learn is determined by the element you are attuned
to. You also learn the the associated cantrip.

7
Forerunner's Curse
Also at 3rd level your attunement to the elements alters how
your curse functions when you consume a brand with your
arcane detonation feature.
Air. When you use your arcane detonation feature on a
branded creature, a wild twister swirls around them during
the detonation. A friendly creature of your choice within 5 feet
of the target can use its reaction to move up to half their speed
without provoking an attack of opportunity from the target.
Earth. When you use your arcane detonation feature on a
branded creature, the ground beneath them erupts causing
them to focus on their position and their footing. Until the
beginning of your next turn, the target has disadvantage on
ability checks.
Fire. When you use your arcane detonation feature on a
branded creature, the creature is bathed in searing light. The
target is blinded until the end of your next turn.
Water. When you use your arcane detonation feature on a
branded creature, a layer of frost coats their body. Until the
end of your next turn, the target cannot take the dash, dodge,
or disengage actions.
Primordial Hex
At 6th level the primordial power within you seeps into your
spells. When you cast the cantrip granted by your expanded
spells feature targeting a branded creature, you can use a
bonus action to roll one of your brand die to deal additional
damage to the target without consuming the brand. The
damage type is determined by your elemental attunement.
Mold Elements
Beginning at 10th level, you can consume a brand to fill a
creature with primordial energy in order to substantially
weaken it. As an action you can consume a brand on a
creature you have cursed with it. That creature gains
vulnerability to the damage type of chosen elemental
attunement for 1 minute. If the creature is immune to the
damage type, it loses the immunity and gains resistance to the
damage type instead. If the creature is resistant to the damage
type, it loses its resistance instead.
Once you've used this feature, you can't do so again until
you finish a long rest.
Primordial Detonation
Starting at 14th level, the primordial energy of your spells
overloads your brands. Whenever a branded creature is hit by
a spell attack you cast, or fails a saving throw against a spell
you cast, you can detonate that brand with your arcane
detonation feature without consuming a spell slot. The
number of brand die for this detonation is equal to half the
level of the spell you cast (minimum 1st-level).
With your glyph, you lose access to your afflictions. Instead, at
the beginning of the enchanted creature's turn, if they have no
temporary hit points, they gain temporary hit points equal to
your level + your intelligence modifier. These temporary hit
points last for 1 minute.
This transformation alters features of the justicar class,
detailed below.
Arcane Detonation
You deal no damage when you detonate your glyphs. As an
action, you can consume your glyph and expend one justicar
spell slot to heal the target that is missing hit points. The
amount healed is 1d6 for a 1st-level spell slot, plus 1d6 for
each spell level higher than 1st, up to maximum of 5d6.
Hierophant This healing increases as you gain levels in this class, as
Hierophants are righteous justicars who have learned to use shown in the Justicar class table.
semi-divine power to turn their brand from a curse into a Curse Jumper
blessing. When a friendly creature drops below half its hit point
Hierophant Features maximum, you can use your bonus action on a subsequent
turn to move the glyph from its current target to the specified
Justicar Level Feature creature. The new target automatically gains half of the
3 Expanded Spells, Hierophant's Glyph temporary hit points granted by your Hierophant's Glyph.
6 Radiant Protector
Radiant Protector
10 Hierophant's Grace
Starting at 6th level, you can channel the power of your glyph
14 Armor of Enchantment through the weapon of those it enchants. Whenever an
enchanted creature hits a target with a melee weapon attack,
Expanded Spells as a reaction you can roll one of your brand die to deal
additional radiant damage to the target without consuming
You gain brandshaper spells at the justicar levels listed. You the brand.
also learn the sacred flame cantrip.
Hierophant's Grace
Hierophant Spells
Justicar Level Spell At 10th level, you can use your glyph's restorative power to
stave off death. Whenever a creature within 30 feet of you
3rd bless, guiding bolt enchanted by your glyph drops to 0 hit points for the first time
5th calm emotions, zone of truth in a turn, you can use your reaction to consume the glyph.
When you do, roll one of your brand die. The creature regains
9th beacon of hope, revivify that many hit points plus your intelligence modifier.
13th aura of purity, death ward Once you've used this feature, you can't do so again until
you finish a long rest.
17th flame strike, greater restoration
Armor of Enchantment
Hierophant's Glyph Beginning at 14th level, your glyphs armor those they protect.
At 3rd level your training has fundamentally altered your While a creature is enchanted with a glyph, it has resistance
brand. It has gone from a cursed brand to a enchanted glyph to nonmagical slashing, piercing, and bludgeoning damage
of restorative magic. Your brand is now a glyph, and afflictions
are now blessings. This transformation radically alters several
features of the justicar class, detailed below.

9
Runebinder
Runebinders are justicars who use their curse to bind their
enemies abilities to themselves. They are masters of
manipulation and savvy arcane thieves.
Runebinder Features
Justicar
Level Feature
Bonus Proficiencies, Expanded Spells,
3
Runebinder's Curse
6 Combatant's Hex
10 Arcane Mimic
14 Spell Siphon

Bonus Proficiencies
Beginning at 3rd level, your training as runebinder grants you
proficiency with the forgery kit.
Expanded Spells
You gain brandshaper spells at the justicar levels listed. You
also learn the minor illusion cantrip.
Runebinder Spells
Justicar Level Spell
3rd charm person, disguise self
Arcane Mimic
5th enthrall, phantasmal force
Starting at 10th level feature, your brand harnesses a
9th enemies abound, hypnotic pattern creature's natural capabilities and passes them on to you. As
13th confusion, phantasmal killer
an action, you learn one of the branded creature's senses,
languages or any special traits they may have, such as a wolf's
17th dream, seeming pack tactics. The DM determines what you discover. Once
learned, you can consume your brand on that creature to gain
Runebinder's Curse the learned trait for 1 hour.
In order to use a creature's special trait, you must be able to
At 3rd level, your brand siphons the knowledge and power perform the actions required. For instance, a character
from your enemies and grants it to you. As an action you can without a fly speed cannot use a Giant Owl's flyby trait, where
learn what skills a branded creature is proficient in, if any. as a character with a fly speed could.
If you are not already proficient in one of those skills, you Once you've used this feature, you can't do so again until
may choose to temporarily gain proficiency in one of them for you finish a long rest.
8 hours. If you are proficient in one of them, you can choose to
double your proficiency bonus for that skill for 8 hours Spell Siphon
instead.
This feature does not work with other player characters. Beginning at 14th level, your curse is capable of copying the
spells of those its brands. Whenever a branded creature casts
Combatant's Hex a spell, you know the name of the spell and its school of
magic.
At 6th level the magic of your brand enchants your weapon As a reaction to a spell being cast by a branded creature,
with that of your enemy. As an action, you can make a Wisdom you can consume the brand to replace one of your spells
(Perception) check to try and learn the damage dice of one known with the spell cast by the branded creature. The copied
attack made by a branded creature. The DC for this check is spell must be of a spell level you can cast and must replace a
equal to the creature's CR. spell of the same level. The copied spell lasts until you finish a
On a success, the brand infuses a melee weapon you are long rest, the magic then fades away and the spell you chose
wielding with the same power. Until the end of your next turn, to replace returns to your spell list.
your weapon's damage dice change to the same as the learned If the spell copied is from the justicar spell list, you can
attack. make an Arcana check with a DC equal to 10 + the spell's
level. On a success, you may permanently use the copied spell
at the cost of losing the spell you replaced it with.
Once you've used this feature, you can't do so again until
you finish a long rest.
10
Arcane Detonation
Thaumaturgist When you choose to detonate a totem, it explodes as a normal
Thaumaturgists are justicars who are in tune with the flow of brand would. However when it does, each creature within the
the natural world. They have transformed their curse into a totem's aura must make a Dexterity saving throw equal to
runic totem that expands its influence over the battlefield. In your spell save DC. Creatures that fail this saving throw take
the same vein, the Thaumaturgist uses this magic to summon the damage as they would normally with this feature.
both living creatures and spiritual entities. Curse Jumper
Thaumaturgist Features While there are no creatures within the aura of your totem,
Justicar Level Feature
you can use your bonus action to teleport the totem within 5
feet of a hostile creature.
3 Expanded Spells, Thaumaturgist's Totem
6 Totemic Infusion
Cursebinder
You gain one additional totem, but do not get more at higher
10 Invigorating Detonation levels.
14 Totem Master
Totemic Infusion
Expanded Spells Starting at 6th level, your totem empowers you and your allies
strikes. Whenever a friendly creature hits a hostile creature
You gain brandshaper spells at the justicar levels listed. You with a melee weapon attack, if the target is within the totem's
also learn the infestation cantrip. aura, you can use your reaction to roll one of your brand die to
Thaumaturgist Spells
deal additional force damage to the target without consuming
the totem.
Justicar
Level Spell Invigorating Detonation
3rd ensnaring strike, unseen servant At 10th level you can use your totem's life energy to invigorate
5th healing spirit, web your allies. As an action you can consume your totem,
granting all friendly creatures within its aura advantage on
9th conjure animals, spirit guardians attack rolls, ability checks, and saving throws until the end of
13th
charm monster, mordenkainen's faithful your next turn. If you have multiple allies in different totem
hound auras, you may consume those totems as well.
17th insect plague, wrath of nature Once you've used this feature, you can't do so again until
you finish a long rest.
Thaumaturgist's Totem Totem Master
At 3rd level, you have used the magic of the world to shift your Beginning at 14th level, your totem strengthens with your
curse into a physical object known as a totem. As a bonus connection to the world. Your totem's aura increases to a 30-
action you place the totem in an unoccupied space within 60 foot radius sphere, and its hit points are equal to three times
feet of you. The totem is considered a medium size object with your justicar level + twice your Intelligence modifier.
an AC of 10 + proficiency bonus + Intelligence modifier and
has hit points equal to twice your justicar level + your
Intelligence modifier. The totem is immune to all conditions,
poison damage, psychic damage, and has resistance to all
other damage types. Since the totem is now a physical object
in the world, it is now visible for all to see.
When you place the totem, it creates an aura that is a 15-
foot radius sphere centered on it. Whenever a creature enters
the aura, or starts its turn there, you can choose to force it to
make a Constitution saving throw equal to your spell save DC.
On a failure, the creature suffers all afflictions your brand
would normally bestow upon it. At the end of each of the
afflicted creature's subsequent turns, it can make the save
again, ending the effect on a success.
On a successful save, the creature is immune to the totem's
afflictions for as long as it remains in the aura. If the creature
leaves the aura and later enters it again, it must make the save
again. If a creature succeeds on the saving throw by 5 or
more, it is immune to the totem's afflictions for 24 hours.
When a creature leaves the totem's aura, it automatically loses
all afflictions.
The totem alters how several of your justicar class features
work, detailed below.
11
Justicar Spells
Darkness Haste Phantasmal Killer
1st Level Darkvision Magic Circle Staggering Smite
Absorb Elements Enhance Ability Nondetection Stoneskin
Alarm Hold Person Remove Curse
Cause Fear Invisiblity Sending 5th Level
Command Locate Object Slow Banishing Smite
Comprehend languages Magic Weapon Thunder Step Circle of Power
Detect Magic Mirror Image Dispel Evil and Good
Expeditious Retreat Nystul's Magic Aura 4th Level Dominate Person
False Life See Invisibility Arcane Eye Far Step
Feather Fall Silence Banishment Geas
Identify Warding Bond Compulsion Hold Monster
Longstrider Confusion Legend Lore
Shield 3rd Level Dimension Door Mislead
Thunderwave Bestow Curse Dominate Beast Modify Memory
Thunderous Smite Blinding Smite Elemental Bane Passwall
Zephyr Strike Blink Greater Invisibility Rary's Telepathic Bond
Counterspell Hallucinatory Terrain Skill Empowerment
2nd Level Create Food and Water Mordenkainen's Private Synaptic Static
Aid Dispel Magic Sanctum Wall of Force
Branding Smite Elemental Weapon Leomund's Secret Chest
Crown of Madness Glyph of Warding Locate Creature

12
Blackguard's Curse has changed to fit the new way
Changelog afflictions are handled.
Scar Brand specifies that you cannot rebrand yourself.
Update 1.0 Forunner's Curse Air attunement now specifies a reaction.
Added heavy armor and shield proficiency to the base Hierophant's Guiding Bolt replaced with Cure Wounds to
class. make it more supportive at lower levels.
Removed bonus proficiencies from the Blackguard. Hierophant's Glyph now requires the target to be missing
The old 14th level capstone for Blackguard is now their hit points to heal. It also grants the temp hit points to
3rd level feature. Curse Jumper targets. Since Hexmage has changed, the
All of the Blasckguard's features have been modified hierophant changes to hexmage no longer exist.
slightly to work well with the new version of Blackguard's Thaumaturgist's totem now specifies that you choose who
Curse. is affected to avoid hurting friendlies.
Scar Brand now does something entirely new. Update 4.0
Added several more spells to the class' spell list.
Added Runebinder Brandshaper Archetype Not something I can control, but yes, the weird GMB
Added Thaumaturgist Brandshaper Archetype missing letters are fixed!
Fixed various typos. Brand affliction now reduces the target's speed by 10 feet
on top of the attack penalty.
Update 2.0 The description of Arcane Detonation now references d6s
Brands now recharger on a short rest in order to "stress instead of d4s.
test" their power. Magic Missile is no longer a Justicar Spell, it has been
Hexmage has been altered to suit the change to short rest. replaced with False Life.
Specified that the archetype bonus spells cannot be Ravager's Curse now is straight disadvantage on spell
swapped out on level up. saves.
Added the Arcane Ravager Archetype, a more simple Curse of the Weave now meshes martial and magical by
sword & spell focused archetype for those that don't want letting you regain spell slots on melee kills.
to specialize into something more radical. Blackguard's theme has changed slightly from simply
Blackguard's Curse now specifies "first in a turn" to being a "black knight" to a mutant power hungry monster.
prevent abuse with other class features. Blackguard's Curse allows you to choose how your brand
Arcane Mimic now specifies a 1 hour duration. affects you!
Removed Arcane Dominion, Brand Infusion, and Curse of Forerunner's Earth Attunement now deals Acid damage to
the Weave in order to stay in line with existing half-caster keep it in line with the elemental theme.
mechanics. The archetype features that alter these Forerunner's Curse Earth has been made to affect all
features have also been removed. ability checks.
Combatant's Hex now requires an action to prevent abuse Hierophant's Glyph is now way better, go check it out.
at higher levels. Runebinder's Curse now specifies that player character's
Armor of Enchantment now grants resistance instead of can't be affected.
AC to prevent AC stacking at higher levels. Update 5.0
The Thaumaturgist's Totem is made to be visible, so that
has been clarified. Fixed the typos regarding the brand die amount and levels
The way the totem's afflictions are bestowed now has you get them.
changed quite a bite. Go read it for more info. Crushing Dominator now reduces the affected creature's
The Thaumaturgist can now have at max, 2 totems. speed to 0 so that prone is a little more useful.
Curse jumper now uses a bonus action on a subsequent
Update 3.0 turn, this is in line with spells such as Hex.
Fixed the date of the last update's year. It was yesterday, Curse of the Weave has changed and been simplified.
not a year ago. Because after seeing it broken, I liked the new way better
Brand Dice now start at d6 and go forward from there! The than the old way.
d4's were unreliable and unfun, so you now start with d6 Blackguard's Curse Mutations no longer use a table and
and get the higher dice sooner at higher levels. 1. have more active descriptions
Saving throws are no Con/Int! Removed problematic Mutations and expanded on the
Brands actually recharge on a short rest now, like they mutations list.
were supposed to last update. Primordial Detonation now specifies that it can trigger of
Brands now specify that consuming them removes them. spells you cast that require attack rolls.
Afflictions now are a static minus to weapon attack rolls Hierophant's Glyph has been fixed up and now heals for
based on your proficiency. d6s.
Arcane Ravager actually shows up in the 3rd level feature Due to the overall increased support the Glyph now gives,
text. cure wounds has been changed back to guiding bolt.
Hexmaster has been reworked to recharge brands since a The Glyph's Curse Jumper clause now works as a bonus
chunk of its feature no longer functions. action.
Ravager's Curse has been changed, and may change again Combatant's Hex no longer copies damage types as to not
in the future. overwrite your fighting style.

13
Update 6.0
The starting equipment has been updated. Yes it mimics
the paladin's, I rather like it to be honest.
Justicars can now use arcane foci.
Fromatting updates puts the description for the expanded
spells with the base class.
Blackguard's Curse has had a wording update to be more
clear.
Night Sight is now Ethereal Sight and grants limited vision
in magical darkness.
Harvest Essence has had a mechanical change, it now
uses your brand and the bonus hit points consume enemy
brands.
Permanent Mutation has had a significant wording update.
The hierophant's glyph temp hp has been reduced from
your level + brand die max to your level + your int modifier.
Thaumaturgist's Totem has had an update to how AC and
HP are calculated.
Fixed various typos.
Update 7.0
Changed my update scheme from dates to version
numbers, because duh.
The penalty to attack rolls no longer runs off prof bonus,
but is now its own thing. Spoiler alert, it still lines up with
your prof bonus, but no longer gets degenerate if you
multiclass.
Fixed spellcasting focus mentioning sorcerer and not
justicar.
Fixed brands being 1 + Int. You now get an extra brand!
And having negative Int doesn't keep you from using your
brands!
Arcane Detonation now includes your Int mod in the
damage for that extra oomph when at lower levels or lower
spell slots.
Runebinder's Curse now doubles prof instead of expertise.

14
Special Thanks
I want to give a very special thank you to everyone over at
/u/UnearthedArcana! Your support of my D&D projects like
this give me the confidence to keep making them! Your
critiques and suggestions help transform these homebrews of
mine into their best selves!

Artist Credits
With links!
Mist XG
Hui Zou
Nan Fe
Kael Ngu
Nolan Lu
Benjain Goutte
Kelly Aleshire
Efflam Mercier
Bayard Wu
Eli Ring
Edikt Art

Want to see more?


You can find all of my publicly available homebrew content
RIGHT HERE! So dive in and have some fun!

Look at all this blank space


I'll put something here eventually!

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