Ranger
Base Class: Ranger

Where most Rangers find the wilderness to be their home, the Judge sees a thick forest as an unbalanced land in need of order, an opportunity to organize the chaos. The judge has the unique ability to deliver unbiased and final decisions on those who they oversee. Whether they use their innate connection to the balance for good or evil, the judge will always balance out the scales in the long run.

Honorable Judge

Additionally at 3rd level, your judgmental nature and past judgements cause people to naturally feel on edge around you. As a result, whenever you make an Intimidation or Persuasion check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, or Persuasion.

Blind Justice

 

Starting at 7th level, your travels across the world have helped you determine how to push buttons without even being near your target. As a bonus action, you can choose a target within 120 feet. The target must succeed on an Intelligence saving throw or be thrown into a mindless fit of panic. While panicked, the target must use all of its movement on its turn to advance towards the closest creature and roll a D4, on an even number they end their turn, on an odd number they spend their action making melee attacks against them if possible. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't use it again until you finish a short or long rest.

Solitary Judgement

Starting at 11th level, your fighting abilities become charged by the boons of Blindsights Judgement if find yourself alone. If there are no other creatures within 30 feet, you have advantage on all weapon attacks. If attacking with a melee weapon, there may be 1 creature within 30 feet without removing this bonus.

Reserve Judgement

When you reach 15th level, you can use the shadows to escape danger at the last possible moment. As a bonus action, you can teleport 5 feet in any direction. This movement does not provoke an attack of opportunity. Additionally, until the end of your next turn, when you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Judgement Magic

3rd Protection from Evil and Good
5th Zone of Truth
9th Speak with Dead
13th Divination
17th Dispel Evil and Good

 

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