Blinding Aura (1/Safe Rest) Action: Enemies in your aura are Blinded until the end of their next turn.
Courage! (1/encounter) When you or an ally in your aura would drop to 0 HP, set their HP to 1 instead.
Explosive Judgment (1/encounter) 2 actions: Expend your Judgment Dice, deal that much radiant damage to all enemies in your aura.
Improved Aura +2 aura Reach.
Radiant Aura Action: End any single harmful condition or effect on yourself or another willing creature within your aura. You may use this ability WIL times/Safe Rest.
Harmful Conditions
Ending “Dying” grants 1 HP, ending “Dazed” grants 1 action, etc.
Reliable Justice Whenever you roll Judgment Dice, roll with advantage (roll one extra and drop the lowest).
Shining Mandate The first time each round you are attacked while you already have Judgment Dice, select an ally within your aura to roll one and apply it to their next attack. You have advantage on skill checks to see through illusions.
Stand Fast, Friends! When you roll Initiative, grant allies temp HP equal to your STR+WIL. You and allies within your aura have advantage against fear and effects that would move or knock Prone.
Unstoppable Protector Gain +1 speed. You may Interpose even if you are restrained, stunned, or otherwise incapacitated. If you Interpose for a non-combatant NPC, you may Interpose again this round.
Well Armored Whenever you Interpose, gain temp HP equal to your STR.