"If you cannot trust the word of a Justicar, then they are no true Justicar."
"Do you really believe in that shit?"
"I do."
"Why?"
"My child was taken by some bandits. A Justicar promised me that she would find my child and return them home to me. A day later, I heard knocking at my door. There she stood, cradling my child in her remaining arm. She'd died standing on her feet."
Much like a Hero, it is known when a child is a Justicar: the tattoo that sits on their shoulder is all-too telling. It is for this reason that parents who believe themselves ill-prepared to raise a child that will grow up with such conviction and such strong-will that they are often given to orphanages or the many churches across Auria. Abandoned for a reason that they had no control over, Justicars are shaped by their youths. But there is one universal truth that stands out amongst them: they will hold forever firm to their beliefs. They will stand tall. They will never break.
Chosen by Heirax, Justicars are driven by law and order. You are marked at birth by the symbol of Heirax: a gripped sword that sits atop a blank, open tome. You are a herald of balance in a world that you believe is teeming with chaos, imbalance, and injustice. Guided by your beliefs, you often place yourself in positions that allow you to dictate what happens— whether that be the captain of a ship’s crew, the commander of an army, or the leader of an Ascended coalition.
Justicar Traits: Forthright, Stalwart, Dependable
Skill Proficiencies. History, Intimidation or Persuasion
Tool Proficiencies. Calligrapher's Tools
Languages. You gain an additional standard (non-Exotic) language of your choice.
Equipment. A set of common clothes, a book that contains your own personal moral code, another book that lists the laws of your place of origin, a set of Calligrapher's Tools, and a belt pouch containing 15 gp.
Justicars are only as good as their promises. When you make a promise to someone, you have advantage on any Charisma ability check to convince that individual that you will uphold that promise— no matter how long it takes to fulfill.
However, should you fail to fulfill that promise, one tally mark appears on the pages of your marking. If you fail to uphold 10 promises, you lose your Ascended powers.
Note that your Gamemaster will be the one to define what it means to “uphold a promise” and to “fail to fulfill that promise.” Communicate with your Gamemaster to ensure that there are little to no errors in judgment on both of your parts.
This feature is intended to be a ribbon, one that provides a flavorful addition to the character that will hopefully increase tension and drama for the game.
If you don’t wish to have this feature implemented to your character, then you may simply ignore it.
Your justice is swift and deadly to those who have earned your ire. As a bonus action, you can target a number of creatures equal to half your character level rounded down (minimum of 1) that you can see within 30 feet of you. Once per creature, you can add your Charisma modifier to any attack rolls you make against these creatures.
At 5th level, you can add your Charisma modifier to the damage you deal against these creatures.
You have 2 uses of this action, and you regain all expended uses when you finish a long rest.