Base Class: Rogue
As a Justiciar of your faith your talents are suited to discovery and elimination of evil without the fanfare, pomp and circumstance of the more overtly faithful. Using your abilities to infiltrate, expose and punish those who practice evil means. You make sure that all walk in the light else you shall drag them before it.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn three cantrips: thaumaturgy and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Justiciar table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Justiciar Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Blade of the Inquisition
When you choose this archetype at 3rd level, you gain proficiency in one of the insight, intimidation or religion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Also, you gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if it is under an ongoing effect of one of your cleric spells that required it to make a saving throw and you don’t have disadvantage on the attack roll. For example; a creature that failed it's saving throw against the effects of bane or zone of truth would be vulnerable but creatures with a passively reduced speed from being within spirit guardians would not. All the other rules for Sneak Attack still apply to you.
Insight
You gain proficiency in the Insight skill and your proficiency bonus is doubled for any ability check you make with this skill.
Intimidation
You gain proficiency in the Intimidation skill and your proficiency bonus is doubled for any ability check you make with this skill.
Religion
You gain proficiency in the Religion skill and your proficiency bonus is doubled for any ability check you make with this skill.
Divine Judgement
On your turn, when you cast a spell, of 1st level or higher targeting a single creature you may immediately make a melee or ranged weapon attack as a bonus action. This bonus action can be made against the same or a different target. Furthermore, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.
Halting Accusation
Starting at 13th level, your words become able to halt even the mightiest of targets. You can use an action to attempt to menace a creature using your divine righteousness. Choose a creature you can see within 30 feet. The creature must make a Wis saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save the creature becomes stunned until the end of its next turn. If the creature fails the save by 5 or more it is instead paralyzed until the end of its next turn.
This feature is considered a spell effect for the purposes of magical resistance and your Divine Judgement feature. You gain a number of uses of this feature equal to your Wisdom modifier and you regain all expended uses when completing a long rest.
Righteous Purification
Once per turn (and only on your turn) when you cast a damage dealing spell of 1st level or higher, you may increase the damage by a number rolled equal to half of your sneak attack dice.
As you do this, you may keep the original damage type of the spell or alter the damage type of the spell to; Fire, Necrotic or Radiant.
Additionally if this feature causes a creature of CR 5 or higher to die, you do not expend a spell slot.
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