Barbarian
Base Class: Barbarian

The strength of the barbarian comes not from a connection to nature, to a godlike being or deity, or to learned knowledge of the arcane. The power a barbarian wields is the same power that allows a tiger's roar to be heard across miles, a whale to swim to the deepest depths, or a bird to fly - that of the reliance on one's own strength. 

Those who follow the Path of the Justicar take this one step further. The strength of their body lets them wield a weapon against their foes, but the abilities they wield beyond the blade comes from their understanding of what is right, what is good, and what should be stood against. 

Those who walk the Path of the Justicar turn their gazes outward, beyond themselves. They see injustice and it fuels the rage that burns within them -- they must seek out the source, find what is wrong, and make it right. Defenders of the defenseless, avengers of the injured, righters of wrongs, The Justicar are feared and revered by the rest of the world, for their arrival precedes two things: destruction and change. 

For many, The Justicar is an avenging angel, a warrior who arrives when they are most needed, and who leaves when the need has been fulfilled, disappearing beyond the limelight and into legend as quickly as a fog disperses on the wind. For others, those who would take advantage of the defenseless, hurt the weak, step upon the backs of the broken, The Justicar is a force of change storming into their lives, leaving no chance that things shall remain as they are. 

Rarely are those who follow the Path of the Justicar found together. Even more rarely are they found among the outskirts of the world, in mountains and forests, for they are called to need, and the needs lay with the people. They wander where their hearts lead them, often joining bands of similar-minded folk, though for some, the path can be a lonely one, walked alone,. Regardless of where their hearts and their need for justice leads them, The Justicar find purpose in their path. All that matters is that they do what they can.

Weight of Justice

Starting when you choose this path at 3rd level, your need for justice is a presence within you at all times. As a bonus action, you can push that presence outward to affect either friends or foes. 

Vengeful Presence.

The weight of your presence pushes outward as a shadow for 60 ft. in all directions. All enemies within range must roll a Wisdom Saving Throw or be frightened for one minute.

Heroic Presence.

The weight of your presence pushes outward as a burst of light for 60 ft. in all directions. All allies within range gain a number of temporary hit point equal to your barbarian level and they are immune to being frightened for one minute. 

You can use this feature a number of times equal to your proficiency modifier. All uses reset on a Long Rest. 

Mind of Justice

Beginning at 6th level, you are immune to being frightened. In addition, you cannot be charmed while raging. If you are charmed, entering your rage immediately ends the effect.

Knowledge of Justice

The nature of The Justicar has never been to remain in the distant hills and forests, nor one to be buried in a hermitage. Drawn to conflict and unrest, The Justicar always manage to find their way to large towns and cities, seeking the injustices wrought by those who wield too much power with too little empathy.

At 6th level, your seeking has drawn you far from your beginnings. The time you have spent among cities and the various folk who wander these places have granted you one additional language and proficiency in one skill, to assist you in your hunt for injustice. 

 

Retribution

Starting at 10th level, when one of your allies is reduced to 0 hit points by an enemy, your soul demands retribution. The strength of your need for justice grants one melee weapon you are wielding an additional 1d12 force damage for one minute. 

Knowledge of Justice

At 10th level, your familiarity with cities and people grants you expertise in one skill you are already proficient in. 

Heart of Justice

Beginning at 14th level, the power you wield with your thirst for justice has manifested outside yourself. You sprout a permanent set of wings, either angelic or draconic, and have a flying speed of 60 ft.

Additionally, you have learned to manipulate the power within yourself. For one minute, you can enhance your weapon attacks with an additional 1d12 radiant damage. You can use this feature a number of times equal to your proficiency modifier. All uses reset on a Long Rest.

Knowledge of Justice

At 14th level, your familiarity with cities and people grants you expertise in one skill you are already proficient in. 

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