Base Class: Fighter
Hailing from knightly orders dedicated to the Rule of Law, Judges are taken from the best of the best to be trained rigorously in combat both against Monsters and enemies of one's state. Whereas a Paladin might adhere to a Sacred Creed or pray to a deity, a Judge is focused upon Justice and the Law itself. Though dedication and raw martial might, they are the pillars of Command and Order within the Orders and Nations they serve.
Bonus Proficiency
When you choose this subclass at 3rd Level, you gain proficiency in one of the following skills of your choice: History, Intimidation, Persuasion or Investigation. Alternatively, you can learn one language of your choice.
Embodiment of the Law
Starting at 3rd Level, you have come to embody the Law and everything that entails as well as gaining honed instincts against agents of Chaos. As a bonus action on your turn, you can give yourself advantage on all Attack Rolls made against targets with Chaotic Alignments until the end of your current turn. When you do so, Hostile Creatures with 5 feet of you with a Chaotic Alignment must make a Wisdom Saving throw (DC 12) or else have Disadvantage on attacks made against you until the start of your next turn. The DC for this save increases to 15 at 10th level and 18 at 15th level.
You can use this feature three times. You regain all expended uses of it when you complete a long rest.
Force of Order
Starting at 7th Level, your words have begun to carry the strength of the Law as though you were its avatar. When making a Charisma Skill Check or a Charisma Save, you add half your Strength Modifier to the roll.
Sentence
Starting at 10th Level, as a Bonus Action, you can declare one target a Criminal. You have Advantage on Attack Rolls against the Sentenced Target and add 1d4 + Your Strength modifier as bonus Force Damage.
You may only have one Sentence active at a time and you can only Sentence another target once your current Sentence has been carried out by reducing the Target's HP to 0, or if the target has surrendered to you.
Wrath of the Law
Starting at 15th Level, your dedication to the Law has been carried through to your strikes. When making an Attack Roll against a Target with a Chaotic Alignment, if you have Advantage on that Attack Roll you can choose to forgo this Advantage to instead gain Advantage on your Damage Roll . You may only do this once per turn.
Order Absolute
Starting at 18th Level, you have become seemingly one with Order itself, rendering most afraid to strike at you. Hostile Targets within 10 feet of you must succeed on a DC 16 Wisdom Saving throw or else become Frightened of you. Taking damage from you allows Targets that have become Frightened of you are allowed to repeat the Saving Throw. Furthermore, Allies within 5 feet of you gain the benefits of your Embodiment of the Law while they remain within 5 Feet of you.
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