Innate Spellcasting. The justice's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: light, thaumaturgy, toll the dead
1/day each: bane, command, detect evil and good
Divine Light. The justice radiates dim light out to a radius of 15 feet.
Divine Awareness. The justice knows if it hears a lie.
Multiattack. The justice uses its Equalize if it has it, then uses its Justice Blade.
Justice Blade. Melee Weapon Attack: +3 to hit, reach 10 ft., any number of targets. Hit: 6 (1d10+4) radiant damage.
Equalize (1/Short or Long Rest). Two creatures of the justice's choice have the difference in their hit points split among them. If a creature's hit points would exceed its hit point maximum in this way, it gains that many temporary hit points instead.
Description
Justices are a class of wingless celestial given the divine task of rooting out apostates and false prophets. Garbed in white robes, justices are tall, blindfolded, and have a golden halo surrounding their eyes, permitting them to sense their nearby surroundings. They are blessed with the ability to unerringly detect lies, and they can use divine power to place combatants on equal footing. When worst comes to worst, they can draw a blade of light from the air and strike each enemy in their reach with blinding speed.







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