Judge
Designed by
About this class
The world runs on systems of rules, laws and decrees. As a Judge, you are a pillar of making sure these systems are enforced and followed.
Included subclasses
Domains
Splendor
Starting stats
Hope feature
Class features
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Trial
Once per session, you put a target on Trial and compare your number of Hope with your GM's current number of Fear. If the GM has more Fear than you have Hope, you gain disadvantage on your next action roll. If you have more Hope than your GM has Fear, the target is Jailed.
While Jailed, the target cannot be spotlighted and the GM must spend 3 Fear to clear this condition.
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Justice System
You uphold justice in the world. A number of times per rest equal to your Spellcast trait, when you are forced to mark a Stress or Hit Point, or are forced to lose a Hope, you can force the GM to also remove a Fear.
Class items
- A gavel
- A compendium of laws
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Punitive
Foundation
SPELLCAST TRAIT: Strength
Criminal Charge: When an adversary you can see within Close range makes an action roll, you can place a Criminal Charge on them. The target's difficulty is reduced by your Spellcast trait, and you can only Charge a number of adversaries equal to your Spellcast trait.
Into My Own Hands: Once per session, when you fail a roll with Fear, you continue your action as if you succeeded, but the GM gains 3 Fear.
Punitive
Specialization
Warrant for Arrest: You always know the location of an adversary you have placed a Criminal Charge on. When this adversary succeeds on an action roll while you are within Melee range of them, they become temporarily Restrained.
Justice Served: When you deal Severe damage to the target of your Criminal Charge, you can gain a Hope or clear a Stress.
Punitive
Mastery
Death Sentence: Once per long rest you can Sentence the target of your Criminal Charge to death. While Sentenced, the target must make a Reaction Roll (16) each time they are Spotlighted. On a failure, place a token on this card. On a success, they are no longer Sentenced or charged. When three tokens are placed on this card, the target immediately dies.
Law-Abiding
Foundation
SPELLCAST TRAIT: Knowledge
Letter of the Law: Once per long rest, you can give a command to a target. This target makes a Reaction Roll (14). On a failure, they must follow your command. This command must be a single word and not cause obvious harm to the target.
Due Process: When you put a target on Trial, you can mark a Stress to add an ally's number of Hope to your own for the purposes of comparing against the GM's Fear.
Law-Abiding
Specialization
Under Oath: Once per rest, you cause all creatures within Far range to speak only the truth for a number of hours equal to your tier, but do not compel them to speak.
Uphold the Law: Once per rest, when you see an adversary make an action roll, point it out and describe what rule or law is being broken, to GM discretion.
When you do so, the target becomes temporarily Vulnerable and obvious to see, and you gain a Hope.
Law-Abiding
Mastery
I am the Law: When you use your Letter of the Law feature, the Reaction Roll is now a 16. Additionally, you can spend a Hope to make a command that would cause obvious harm to the target.
Scales of Justice: When you succeed on an attack against an adversary, you can spend a Hope to add your unmarked Hit Points to your target's and split the difference, with the target taking the larger half.
Judge
The world runs on systems of rules, laws and decrees. As a Judge, you are a pillar of making sure these systems are enforced and followed.
Domains
Splendor + Dread
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A gavel
- • A compendium of laws
Judge’s Hope Feature
Quick Recess : Spend 3 Hope to clear 2 Stress from you or an ally.
Class Features
Trial
Once per session, you put a target on Trial and compare your number of Hope with your GM's current number of Fear. If the GM has more Fear than you have Hope, you gain disadvantage on your next action roll. If you have more Hope than your GM has Fear, the target is Jailed. While Jailed, the target cannot be spotlighted and the GM must spend 3 Fear to clear this condition.
Justice System
You uphold justice in the world. A number of times per rest equal to your Spellcast trait, when you are forced to mark a Stress or Hit Point, or are forced to lose a Hope, you can force the GM to also remove a Fear.
Judge Subclasses
Choose either the Punitive or Law-Abiding subclass.
Punitive
Become judge, jury and executioner to enforce just punishment.
Spellcast Trait
Strength
Foundation Features
Criminal Charge: When an adversary you can see within Close range makes an action roll, you can place a Criminal Charge on them. The target's difficulty is reduced by your Spellcast trait, and you can only Charge a number of adversaries equal to your Spellcast trait.
Into My Own Hands: Once per session, when you fail a roll with Fear, you continue your action as if you succeeded, but the GM gains 3 Fear.
Specialization Feature
Warrant for Arrest: You always know the location of an adversary you have placed a Criminal Charge on. When this adversary succeeds on an action roll while you are within Melee range of them, they become temporarily Restrained.
Justice Served: When you deal Severe damage to the target of your Criminal Charge, you can gain a Hope or clear a Stress.
Mastery Feature
Death Sentence: Once per long rest you can Sentence the target of your Criminal Charge to death. While Sentenced, the target must make a Reaction Roll (16) each time they are Spotlighted. On a failure, place a token on this card. On a success, they are no longer Sentenced or charged. When three tokens are placed on this card, the target immediately dies.
Law-Abiding
Follow the law to the letter, and ensure all play by the rules.
Spellcast Trait
Knowledge
Foundation Features
Letter of the Law: Once per long rest, you can give a command to a target. This target makes a Reaction Roll (14). On a failure, they must follow your command. This command must be a single word and not cause obvious harm to the target.
Due Process: When you put a target on Trial, you can mark a Stress to add an ally's number of Hope to your own for the purposes of comparing against the GM's Fear.
Specialization Feature
Under Oath: Once per rest, you cause all creatures within Far range to speak only the truth for a number of hours equal to your tier, but do not compel them to speak.
Uphold the Law: Once per rest, when you see an adversary make an action roll, point it out and describe what rule or law is being broken, to GM discretion.
When you do so, the target becomes temporarily Vulnerable and obvious to see, and you gain a Hope.
Mastery Feature
I am the Law: When you use your Letter of the Law feature, the Reaction Roll is now a 16. Additionally, you can spend a Hope to make a command that would cause obvious harm to the target.
Scales of Justice: When you succeed on an attack against an adversary, you can spend a Hope to add your unmarked Hit Points to your target's and split the difference, with the target taking the larger half.
Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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