Justice Undertale (3.5e Class)

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Justice[edit]

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By [img src link]

The Justice class personifies the essence of fairness and righteousness. Characters who walk this path strive to uphold justice, balance the scales, and right the wrongs they encounter. With a keen sense of morality and a relentless pursuit of truth, Justice adventurers wield their power to protect the innocent and punish the guilty.

Making a Justice[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: The key attributes for this class are Wisdom and Charisma, reflecting their strong sense of morality and leadership skills.

Races: Any

Alignment: Any

Starting Gold: 1d12x10 gp.

Starting Age: The normal age for this class should be Moderate (such as a paladin). This is so the character has had time to develop their moral compass and abilities. Alternatively, a character may be younger if they are exceptionally principled, and may apply the simple age modifier (such as a cleric).

Table: The Justice

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st 0 2 0 2 Scales of Justice, Truth Sense
2nd 1 3 0 3 Bonus Feat
3rd 2 3 1 3 Judgment Strike
4th 3 4 1 4 Aura of Justice
5th 3 4 1 4 Justice's Verdict, Smite Injustice 1/day
6th 4 5 2 5 Bonus Feat
7th 5 5 2 5 Unwavering Morality
8th 6 6 2 6 Bonus Feat
9th 6 6 3 6 Insightful Strike
10th 7 7 3 7 Smite Injustice 2/day, Divine Retribution
11th 8 7 3 7 Bonus Feat
12th 9 8 4 8 Righteous Fury
13th 9 8 4 8 Enhanced Truth Sense
14th 10 9 4 9 Bonus Feat
15th 11 9 5 9 Smite Injustice 3/day, Divine Justice
16th 12 10 5 10 Bonus Feat
17th 12 10 5 10 Absolute Judgement
18th 13 11 6 11 Bonus Feat
19th 14 11 6 11 Divine Insight
20th 15 12 6 12 Smite Injustice 4/day, Judgment Day

Class Skills (4 + Wis modifier per level, ×4 at 1st level)
Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis)

Class Features[edit]

All of the following are class features of the Justice.

Weapon and Armor Proficiency: Justice characters are proficient with all simple and martial weapons, as well as all types of armor and shields.

Scales of Justice (Ex): At 1st level, Justice characters can sense the moral alignment of creatures they interact with, gaining a +2 bonus on Sense Motive checks to determine if someone is lying or acting with malicious intent.

Truth Sense (Ex): At 1st level, the character gains the ability to detect lies as per the spell "Discern Lies" once per day.

Judgment Strike (Ex): At 3rd level, Justice characters can channel their sense of justice into their attacks, dealing an additional 1d6 points of damage against creatures they perceive as unjust. This damage increases by 1d6 every three levels thereafter.

Aura of Justice (Su): At 4th level, Justice characters project an aura that grants allies within 10 feet a +1 bonus on saving throws against fear and charm effects. This bonus increases by +1 for every four levels beyond 4th.

Justice's Verdict (Ex): At 5th level, Justice characters can declare a Justice's Verdict once per day as a swift action. This ability allows them to add their Wisdom modifier to attack rolls and damage rolls against a designated target for a number of rounds equal to their Charisma modifier.

Smite Injustice (Su): At 5th level, once per day, Justice characters can call upon the power of justice to smite their foes. They add their Charisma bonus (if any) to their attack roll and deal 1 extra point of damage per character level. This ability increases to 2/day at 10th level, 3/day at 15th level, and 4/day at 20th level.

Unwavering Morality (Ex): At 7th level, Justice characters become immune to compulsion effects and gain a +2 bonus on saving throws against enchantment spells and effects.

Insightful Strike (Ex): At 9th level, Justice characters can strike with unparalleled precision, adding their Wisdom modifier to damage rolls on all melee attacks.

Divine Retribution (Su): At 10th level, when Justice characters are struck by an attack, they can use an immediate action to reflect half the damage back to the attacker as divine energy.

Righteous Fury (Ex): At 12th level, Justice characters can enter a state of righteous fury once per day, gaining a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but suffering a -2 penalty to AC. This state lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier.

Enhanced Truth Sense (Ex): At 13th level, the Truth Sense ability improves, allowing Justice characters to use it at will.

Divine Justice (Su): At 15th level, when Justice characters use their Smite Injustice ability, they also dispel one enchantment or curse on the target as if using a "Greater Dispel Magic" spell.

Absolute Judgement (Su): At 17th level, Justice characters can declare an Absolute Judgement once per day. This ability functions like "Finger of Death," but the target receives a Will save instead of Fortitude. If the target succeeds, they are staggered for 1 round.

Divine Insight (Ex): At 19th level, Justice characters gain the ability to cast "True Seeing" once per day as a spell-like ability.

Judgment Day (Su): At 20th level, Justice characters can call upon the ultimate power of justice. Once per week, they can declare a Judgment Day. For the next minute, all allies within a 30-foot radius gain the effects of a "Haste" spell, and all enemies suffer the effects of a "Slow" spell. Additionally, Justice characters gain a +4 bonus to all attack rolls, saving throws, and skill checks for the duration.


Epic Justice[edit]

Table: The Epic Justice

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Justice[edit]

Justice characters are the moral compass of their party, often leading by example and standing firmly against any form of injustice. They are skilled at reading people and situations, using their abilities to uncover truths and dispense fair judgment. Their strong sense of duty and unwavering resolve make them formidable opponents to those who seek to harm the innocent.

Combat[edit]

In combat, Justice characters are versatile fighters who can adapt to various situations. They can bolster their allies with their auras and deal significant damage to foes they deem unjust. Using their Smite Injustice and Judgment Strike abilities, they can target key enemies and turn the tide of battle. Their defensive abilities, such as Unwavering Morality and Divine Retribution, allow them to protect themselves and their allies from harm.

Advancement[edit]

As Justice characters gain levels, they should focus on enhancing their Wisdom and Charisma scores to maximize their abilities. Feats that improve combat effectiveness, such as Weapon Focus or Improved Critical, are beneficial. Additionally, feats that enhance their ability to detect and counter deceit, such as Alertness or Iron Will, can further solidify their role as arbiters of truth.

Resources[edit]

Justice characters can benefit from items that enhance their Wisdom, Charisma, and saving throws. Magic items like the Amulet of Natural Armor, Cloak of Resistance, and items that grant bonuses to Sense Motive or Diplomacy are particularly useful. Scrolls and potions that provide healing or protective spells can also aid in their quest for justice.

Justice Lore[edit]

Characters with ranks in Knowledge (nobility) or Knowledge (local) can research Justices to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Knowledge
10 Justices are warriors who embody the ideals of fairness and truth.
15 They have the ability to sense lies and moral corruption.
20 Higher-level Justices can channel divine power to smite the unjust and protect their allies.
30 Those who reach the pinnacle of the Justice class can call upon the power of Judgment Day, drastically altering the flow of battle in favor of justice.

Justice in the World[edit]

Justice characters often find themselves involved in quests that require a strong moral compass and a sense of duty. They may be called upon to mediate disputes, uncover corruption, or lead crusades against evil. Their presence in a campaign adds a layer of ethical decision-making and can drive the narrative towards themes of fairness and retribution.

NPC Reactions[edit]

Most NPCs view Justices with respect and admiration, especially in communities that value law and order. They are seen as protectors and leaders. However, those who live in more chaotic or corrupt regions may view Justices with suspicion or hostility, fearing their ability to uncover secrets and dispense harsh judgment.

Justice Society[edit]

Justice characters often belong to organizations or orders dedicated to maintaining balance and fairness. These groups may operate openly, serving as judges, arbiters, or law enforcers, or they may work in secret, rooting out corruption from within. Justice characters may rise to leadership positions within these organizations, guiding others with their unwavering moral code.

Justice and Other Classes[edit]

Justices work well with classes that share their dedication to a cause, such as paladins, clerics, and monks. They may clash with more chaotic or self-serving classes like rogues or barbarians, though these differences can also lead to interesting character dynamics and growth. In a balanced party, a Justice provides both combat prowess and moral guidance.

Daily Life[edit]

A day in the life of a Justice character often involves training, meditation, and investigation. They may spend their mornings practicing combat techniques, their afternoons in study or meditation, and their evenings assisting their community or conducting investigations. Their rigorous schedule reflects their dedication to their cause.

Organizations[edit]

Many Justices belong to orders or guilds that support their mission. Examples include:

  • **Order of the Scales:** A group dedicated to ensuring that justice is served in all corners of the land. They train their members in both combat and law.
  • **Judicators:** A secretive organization that uncovers corruption within governments and powerful organizations, working behind the scenes to bring wrongdoers to light.

NPC Justices[edit]

Creating NPC Justices can add depth to your campaign. They can serve as allies, mentors, or even antagonists if their sense of justice conflicts with the party’s goals. Example NPCs include:

  • **Sir Galen, the Resolute:** A high-ranking member of the Order of the Scales, known for his unwavering sense of duty and fairness.
  • **Lady Aria, the Justicar:** A wandering Justice who travels the land, offering her services to those in need and seeking out injustices to right.

Sample Encounter[edit]

EL 5: The party arrives in a town plagued by corruption and crime. Lady Aria, a Justice, is investigating the local lord, who she believes is behind the troubles. She enlists the party’s help in gathering evidence and bringing the corrupt official to justice. The encounter involves stealth, investigation, and eventually a confrontation with the lord and his guards.

d20 Roll Result
1–10 The party gathers evidence without incident, leading to a trial and the lord’s conviction.
11–15 The lord is aware of the investigation and sends thugs to intimidate or eliminate the Justice and the party.
16–20 The evidence leads to a bigger conspiracy, involving higher powers that threaten the town and the region.
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