Homebrew Adjudicator Species Details

Appearance
They tend to bear one unmistakable feature of each parent; burnished halos glowing over curling horns, ashen skin streaked with radiant veins, eyes that shift between ember and starlight. Their presence is unsettling and magnetic, as though reality itself is waiting for their judgment.

Culture of the Adjudicators

Adjudicators rarely form communities of their own. Their mixed blood marks them as outsiders everywhere, but rulers and magistrates find them useful. Their presence lends the weight of divine mandate and infernal dread, perfect for jobs that demand both fear and finality.

Most are contracted as government contractors, bounty hunters, or sanctioned monster slayers. They bring in fugitives no one else can catch, silence threats too dangerous to leave alive, or purge horrors that slip between mortal law and supernatural chaos.

To the common folk, an Adjudicator arriving in town is a grim omen: someone’s name has already been written in their book, and the only question is how soon the judgment will fall.

Still, not all of them embrace that role. Some reject it, wandering as mercenaries, cult-breakers, or private executioners of their own justice. Wherever they go, they carry the reputation of living verdicts—half angel, half devil, wholly feared.

Adjudicators are not born naturally. They were created as tools of war by the god Hextor.

Speed

Speed: 30 feet

Ability Score Increase

Gain a +2 to Dexterity

Gain a +1 to Wisdom

Aura of Domination

 

  • Allies within 10 feet of you gain a +1 bonus to attack rolls and saving throws while you are conscious.

  • Once per long rest, as an action, you can force all creatures of your choice within 20 feet to make a Wisdom saving throw (DC 8 + your proficiency + Charisma modifier) or be frightened until the start of your next turn.

 

Dark Vision

You have Darkvision with a range of 60 ft.

Languages

Common Sign Language
Infernal

Racial Traits

  • Hellish Resistance: Resistance to fire damage

  • Martial Judgment: Melee attacks deal +1d6 psychic damage a number of times equal to your proficiency bonus per long rest

  • Aura of Command: Bonus action grants allies within 10 ft +1 to attack rolls and saving throws vs frightened for 1 minute (long rest recharge)

  • Infernal Legacy: Thaumaturgy cantrip; Command (3rd level, once per long rest); Hold Person (5th level, once per long rest)

  • Disciplined Physique: Proficiency in one martial weapon and one saving throw of your choice (STR, DEX, or CON)

  • Intimidating Presence: +1 bonus to Intimidation checks due to black sclera and piercing gaze

Martial Precision

 

  • Once per turn, when you hit a creature with a weapon attack, you can add your proficiency bonus to the damage roll.

  • When wielding a melee weapon, you can choose to ignore half cover or three-quarters cover.

 

Warborn Intimidator

 

  • You gain a +2 bonus to Intimidation checks.

  • Once per short rest, you can use your action to attempt to demoralize all creatures of your choice within 30 feet. Each creature must succeed on a Wisdom saving throw (DC 8 + your proficiency + Charisma modifier) or be frightened until the end of your next turn.

 

Executor of Hextor

 

  • When you reduce a creature to 0 hit points with a melee weapon, you can move up to half your speed and make one melee weapon attack as a bonus action.

  • Once per long rest, when you hit a creature with a melee attack, you can deal an additional 2d6 psychic damage.