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- Justicar is a subclass of the rogue.

Justicar is a subclass of the rogue.
About This Mod
This is an adaptation of the Justicar Rogue subclass from LaserLlama, as close to the rules as possible, as I could understand:
Compatibility Framework is native
All lists of spells for this fashion are processed by my library
Spells Extra This subclass has progression up to 20 levels. You don't need a mod to raise the maximum level, you just don't get the features
Level 13-20 This subclass has a Paladin tag for dialog to get the choice of a deity, I would recommend a mod type of All Classes Get Gods
Subclass Features:
Spells:
feature
3rd-level justice Your conviction and faith allows you to create divine spells, as priests or paladins do.
Kantrips: You learn two kantrips of your choice from Justikar's spell list, and you learn an additional Yustikar's kantripa when you reach 10th level.
Spell Slots: The Justicar Spell Table shows how many spell cells you have to cast 1st-level and higher spells. To cast one of these spells, you must spend a slot at or above the spell level. You restore all spent spell slots when you finish your long rest. For example, if you know the spell "Wrath Sentence" and have a 1st- and 2nd-level spell slot, you can cast "Wrath Sentence" using any spell slot.
Known 1st-level and higher spells: You know three 1st-level Justikar spells. The Known Spells column of the Justicar spells table indicates when you learn more 1st-level or higher spells, the level for which you have spells slots.
When you gain a level, you can replace one of your Known Spells with another spell from the Justice Spell List. The spell must also be of the level for which you have spell slots.
Spell Ability: Charisma is your ability to cast Justice spells.
- Implementation notes:
- Rules as written
- Progress:
- Spell Slots:
- Level 3: Get 2 spell slots, 1st level
- Level 4: Get 1 spell slot, 1st level
- Level 7: Get 1 spell slot, 1st level; Get 2 spell slots, 2nd level
- Level 10: Get 1 spell slot, 2nd level
- Level 13: Get 2 spell slots, 3rd level
- Level 16: Get 1 spell slot, 3rd level
- Level 19: Get 1 spell slot, 4th level
- Famous spells and cantripes:
- Level 3: Learn 2 cantrips from Yustikar's spell list; Learn 3 spells from the list
Justikar spells - Level 4: Learn 1 spell from the list
Justikar Spells - Level 7: Learn 1 spell from the list
Justikar spells - Level 8: Learn 1 spell from the list
Justikar spells - Level 10: Learn 1 cantripe from Justikar's spell list; Learn 1 spell from the list
Justiciar Spells - Level 11: Learn 1 spell from the list
Justikar spells - Level 13: Learn 1 spell from the list
Justikar spells - Level 14: Learn 1 spell from the list
Justikar spells - Level 16: Learn 1 spell from the list
Justikar spells - Level 19: Learn 1 spell from the list
Justice Spells - Level 20: Learn 1 spell from the Justice Spell List
Canal deity:
function
Level 3 Yustikara Also at level 3, you gain the ability to direct divine energy directly from your god and can use it to nourish magical effects. You begin with one of these divine effects, the Shroud of Faith.
Once you use your Channel Divinity, you must end a short or long rest before you can use it again. When you reach level 13, you can use it twice between short or long breaks.
Shroud of Faith: As an action, you squeeze your sacred symbol and call for the protection of your god. You and everything you wear or carry becomes invisible for up to 1 minute. This effect ends early if you attack or cast a spell.
- Implementation notes:
- Rules as written, since it's a clone of the Cloak of Shadows Cleric of the Insidious Domain, I gave this ability almost unchanged to Justikar
- The only changes are the name and duration (10 moves)
- Progress:
- Level 3: Get 1 Charge of Channel Oath; Gives Cover of Faith
- Level 13: Gives 1 Charge of the Oath while maintaining
Divine flair:
feature
The 3rd-level Justikara The presence of evil reflects on your senses like a poisonous smell, and good rings in your ears like music. Starting at 3rd level, you can use the bonus action to unlock your consciousness and detect such creatures in your presence. Until the end of your next turn, you know the location of any celestials, demons, or undead within 60 feet that are unprotected from the magic of divination. You know the type of being of any creature whose presence you feel, but not its identity. You also discover the presence of any place or object that has been sanctified or desecrated, as with a sanctification spell, within the same radius.
Once you use this feature, you need to finish a short or long vacation before you can use it again.
- Implementation notes:
'As it is a copy of the Paladin's Divine flair, I have just given to the Justiciar
Larian's version of this ability is unchanged - Progress:
- Level 3: Get the Divine feeling
Sacred blows:
feature
9th level justice Your god has sanctified your weapon. Starting at 9th level, when you hit a creature with an attack involving subtle attack damage, you can spend a 1st-level or higher spell slot to increase your strike with Shining Justice.
Additional damage from your sneaky attack becomes shining damage, and if you roll 1 or 2 on any of the damage dice for this attack, you can re-roll the dice, although you will have to use a new roll even if your new roll is 1 or 2.
- Application notes:
- Blessed Strike (Melee): Edited Sneak Attack (Melee), dealing light damage and expending slot
Spells - Blessed Strike (Long Strike): Edited Sneak Attack (Long Strike), dealing damage to Radiant damage and expending slot
for spells - Blessed Strike and Blessed Strike (Critical Strike) interrupts according to base attacks subtly, the same effect as above
- Progress:
- Level 9: Receiving sanctified attacks
Divine judgment:
feature
A 13th-level Justiciar You pour out divine anger on those you consider blasphemous or heretical. Starting at 13th level, you can use the bonus action to mark a creature you see within 30 feet as an enemy of your god. While this is checked, any attack you make against this creature deals a critical hit when casting 19 or 20 on d20.
Your mark lasts 1 minute and ends early if you are incapacitated. Once you have marked a creature, you must end a short or long rest before you can use it again.
- Implementation notes:
- Rules as written
- Progress:
- Level 13: Get Divine Justice
Anointed Inquisitor:
17-Level Justiciar
Starting at 17th level, the power of your faith gives you the gift of protection from any magic that may prevent you from carrying your god's will. Whenever you have to make a saving throw, you receive a saving throw bonus equal to your charisma modifier.
- Implementation notes:
- Rules as written
- Progress:
- Level 17: Get anointed Inquisitor
List
Justikar spells : - Kantrips:
- Blade guard
- Guidance
- Light
- Resistance
- Sacred Flame
- Explosion
sword - Taumaturgia
- Ringing the Dead
- True Strike
- The word of radiance
- 1st level:
- Hadar weapons
- Curse - Blessing
- Cause fear
- Charm a person
- Order
- Forced duel
- Divine Grace
- Rapid retreat
· Guidance bolt
- Heroism
- Wounding
- Sanctuary
- Flame punishment
- Faith Shield
- Thunderstorm
- Witch Arrow
- Angry Punishment
- 2nd level:
- Help
- Blindness
- Stamp Punishment
- Darkness
- Invisibility
- Tenon
Mind is a Misty Step
- Shadow Blade - Silence
- 3rd level:
- Curse Giving
- Blinding Punishment
- Daylight
- Fear
- Hadar's famine
- Talking to the Dead
- Touch
vampire - 4th level:
- Exile
- Mor
- Chamber
Death - Freedom of movement
- Staggering punishment
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