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Justicar

Adventurers League Build Guide

A 1st-20th level build guide suitable for Adventurers League play

Not for resale. Permission granted to print or photocopy this document for personal use only. JUSTICAR
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Justicar
Adventurers League Build Guide

A 1st-20th level build guide suitable for Adventurers League play

Writing: Ted Adams, David Friant, Doug Vehovec


Editing: Doug Vehovec
Layout and Design: Doug Vehovec

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

2 JUSTICAR Not for resale. Permission granted to print or photocopy this document for personal use only.
Proficiencies
Power from the Past Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Nerdarchist Ted had an idea for a character who
drew power from their cultural history. This dwarf Tools: None
would combine the Path of the Ancestral Guardian Saving Throws: Strength, Constitution
barbarian primal path with the paladin class to
protect allies and hinder foes alongside the spirits Skills: Athletics, Intimidation
of their forebears.
— Nerdarchy
Step 3 — Ability Scores
PHB +1 STR DEX CON INT WIS CHA
Xanathar’s Guide to Everything
14 (+2) 12 (+1) 15 (+2) 8 (-1) 10 (+0) 13 (+1)
We will be going to Xanathar’s Guide to Everything for
access to the Path of the Ancestral Guardian barbar- Step 4 — Background
ian primal path.
Acolytle
Skills: Insight, Religion
Step-by-step character build guide Languages: Giant, Orc
Tools: None
Each step of the way, this guide will show you the
choices made that are significant to this character We chose acolyte with the idea this character be-
build. Options that are of particular importance to longs to a sacred order among dwarves, dedicated
this character’s effectiveness are in bold. to special reverence of their ancestors. As acolytes
these sacred warriors learn the deep history of their
people and learn to focus and channel the fury of
Step 1 — Race their mighty ancestors.
Mountain dwarf
Race option from the Player’s Handbook.
Step 5 — Class and Level Progression
We chose mountain dwarf frankly because it was
Level Class Gains
Nerdarchist Ted's initial idea for the character.
They're a solid choice for any martially-inclined 1 Barbarian Rage, Unarmored Defense
character, with solid bonuses to both Strength and 2 Barbarian Danger Sense, Reckless Attack
Constitution.
3 Barbarian Primal Path — Path of the
Ancestral Guardian
Proficiencies 4 Barbarian Ability Score Improvement —
Armor: Light, medium +1 Constitution, +1 Charisma
Weapons: Battle axe, hand axe, light hammer, war- 5 Barbarian Extra Attack, Fast Movement
hammer 6 Paladin Divine Sense, Lay on Hands
Tools: Mason's tools 7 Paladin Fighting Style — Defense,
Skills: None Spellcasting, Divine Smite
8 Paladin Divine Health, Sacred Oath —
Languages: Common, Dwarvish Oath of Vengeance
9 Paladin Ability Score Improvement —
Step 2 — Class Strength +2
1st level 10 Paladin
Start with Barbarian 11 Barbarian Spirit Shield
We are starting with the barbarian from the 12 Barbarian Feral Instinct
Player’s Handbook with an eye towards fast-track- 13 Barbarian Ability Score Improvement —
ing advancement to get our Path of the Ancestral Strength +2
Guardian Primal Path at 3rd level.
14 Barbarian Brutal Critical
15 Paladin Aura of Protection

Not for resale. Permission granted to print or photocopy this document for personal use only. JUSTICAR
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16 Paladin Relentless Avenger • Quick Strike Character Build Guide
17 Paladin Ability Score Improvement — • Night Parade Character Build Guid
+2 Constitution • Combat Medic Character Build Guide
18 Paladin • Ultimate Duelist Character Build Guide
19 Paladin Aura of Courage
20 Paladin Improved Divine Smite

Conclusion
Final Ability Scores

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 20 (+5) 8 (-1) 10 (+5) 14 (+2)

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Mason's tools
Saving Throws: Strength, Constitution
Skills: Athletics, Insight, Intimidation, Relgion
Languages: Common, Dwarvish, Giant, Orc

Further Resources
Character creation, build, roleplaying tips and
backstory elements are discussed in a video on
the Nerdarchy YouTube channel here. In the video
description, you can find a link to this character
build on D&D Beyond.

D&D Encounters
• The Roper Wrangler Monster BFF Series
• Kobold Cavalry Encounter
• The Hag's Apprentice Encounter
• Druid Circle from the Beyond
— Contains encounter ideas, new monsters and
a new druid Circle option for players

Other Character Guides


• Mind Breaker Paladin Character Build Guide
• Zen Archery Master Character Build Guide
• Sewer Ninja Tortle Character Build Guide
• Nature Possessed Warforged Character Build Guide
• Scaled Skald Character Build Guide

4 JUSTICAR Not for resale. Permission granted to print or photocopy this document for personal use only.
For Dungeon Masters Vengeful Glare. The justicar targets one creature it
can see within 30 feet of it. The target must make a
We thought it would be fun and useful to take our DC 15 Wisdom saving throw. On a failure, the target
player character builds and create a version of them is paralyzed until it takes damage, or until the end of
as a creature stat block for Dungeon Masters. the justicar's next turn. When the paralysis ends, the
This character can be used as an ally, villain, or color- target is frightened of the justicar for 1 minute. The
ful NPC to engage the adventurers in your own home frightened target can repeat the saving throw at the
games. In the video linked above we discuss several end of each of its turns, with disadvantage if it can
ways to use this character in your D&D games. see the justicar, ending the frightened condition on
itself on a success.
The Justicar encounter can help introduce a few
faction into your campaign, serving as a touch-
stone to a character's cultural heritage. Or the Reactions
organization might have opposing goals to the
party's own. Spiritual Retribution. When the justicar is hit with a
melee weapon attack, it can use its a reaction to force
the attacker to make a DC 16 Wisdom saving throw,
Justicar taking 16 (3d10) force damage on a failed save, or half
Medium humanoid (any race), any as much damage on a successful one.
Armor Class 16 (half plate)
Hit Points 218 (23d8 + 115)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 20 (+5) 12 (+1) 12 (+1) 12 (+1)
Saving Throws Strength +9, Constitution +9, Wisdom
+5
Skills Athletics +9, Intimidation +5, Religion +5
Senses passive Perception 11
Languages any two
Challenge 11 (2,300 XP)

Reckless. At the start of its turn, the justicar can gain


advantage on all melee weapon attack rolls during
that turn, but attack rolls against it have advantage
until the start of its next turn.

Magic Weapons. The justicar's weapon attacks are


magical.

Vengeful Ancestors. Any enemies within 10 feet of


the justicar are hindered by spectral forms of its war-
rior ancestors. Affected creatures have disadvantage
on any attack roll that isn't against the justicar.

Actions

Multiattack. The justicar uses its Vengeful Glare. It


then makes two melee weapon attacks.

Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., 1


target. Hit: 13 (2d6 +6) bludgeoning damage and 7
(2d6) force damage.
Not for resale. Permission granted to print or photocopy this document for personal use only. JUSTICAR
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