Order of Judgment (5e Subclass)

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Order of Judgment[edit]

Blood Hunter Subclass

The Order of Judgment holds a very dark secret, their power comes not from ancient teachings but from a demon. You have ingested the blood of Devon, a forgotten but powerful demon. Enjoy the power but understand that damnation awaits you.

Dark Knowledge

At 3rd level, Devon has great knowledge on ancient history and the arcane and that knowledge is yours. You gain proficiency in Arcana and History. If you are already proficient, you add twice your proficiency bonus in checks with them.

Judgment

At 3rd level, you can use your hemocraft power to fuel secret powers meant to deliver justice against your enemies. You gain access to one of the Judgement Powers shown below. You gain an additional one at 7th, 11th and 18th levels.

You can use each Judgement Power you know once, without spending uses of it. You regain the use of that Judgement Power after a short or a long rest.

Since Judgement powers work similarly to Blood Curses, if you have spent your free use of a Judgement Power, you can use it again by spending a use of your Blood Maledict feature, and you can amplify it as you would amplify a blood curse.

Judgment Fist. As a Bonus Action you can imbue your fists with the power of judgement. Until the end of your next turn, you have Advantage on Strength checks and saves, and your unarmed strike damage die equals your hemocraft die. Amplifying will cause this benefit to last for 1 minute, and your unarmed strikes cause additional bludgeoning damage equal to your hemocraft die.
Judgment Sword. When you make a melee weapon attack, you can add your hemocraft die to the result of the attack roll and damage roll for that attack. Your attacks are considered magical for the duration of this power. Amplifying will apply this judgement power to all attack rolls you make until the end of your next turn.
Judgment Chain. As a bonus action, you can use this power to unleash a fiery chain towards a creature within 30 feet. That creature must succeed on a Strength saving throw against your Hemocraft save DC, or is pulled up to 30 feet towards an unoccupied space. Amplifying will also cause damage to the target equal to a roll of your hemocraft die + your hemocraft ability modifier. The damage type is chosen from the type of any rite you know.
Judgment Hell Pit. As a bonus action when you hit a creature with an attack, you can force it to make a Charisma saving throw. On a failure, the target is banished to hell. The creature returns to the nearest unoccupied space to the position it disappeared in the end of your next turn. Amplifying will also cause the target to suffer the effects of Short Term Madness until the end of your next turn after the creature returns.
Right of the Rite

At 7th level, you can apply your rite to your unarmed strikes. In addition, whenever you use Judgement Fist while your hands are covered in rite, or Judgement Sword on a weapon covered in rite, attacks made with that weapon have Advantage for the duration of the Judgement.

Brand of Mutual Suffering

At 11th level, your Brand of Castigation increases the pain felt by your target. Whenever you take damage, you cause psychic damage to the target of your Brand of Castigation equal to a roll of your Hemocraft Die.

Blood Curse of Pain

At 15th level, as a reaction when you cause psychic damage to a creature within 30 feet, you can cause it to recoil and contort itself in pain, becoming incapacitated. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify. Whenever the cursed creature takes damage, it takes additional psychic damage equal to your hemocraft die.
Improved Judgment

At 18th level, you can use each Judgement feature you know an additional time before taking a short or a long rest.

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