When you hit a creature with a melee attack, expend one Judgment Die and add it to the damage.
The target must succeed on a Strength saving throw or become grappled by you if you have a free hand or suitable restraint.
When you hit your Marked Suspect with a weapon attack, expend one Judgment Die and add it to the damage.
The target cannot regain hit points until the beginning of your next turn.
When you hit with a ranged weapon attack, expend one Judgment Die and add it to the damage.
The target must make a Constitution saving throw or have its speed reduced by 10 feet until the end of your next turn.
When you hit with a weapon attack, expend one Judgment Die and add it to the damage.
The target must succeed on a Strength saving throw or drop one held object of your choice.
When you make an Insight or Investigation check, expend one Judgment Die and add it to the result.
You may use this after rolling but before the result is announced.
When you make an Intimidation or Persuasion check against a creature you have observed for at least 1 minute, expend one Judgment Die and add it to the check.
If the creature is your Marked Suspect, roll the die twice and use either result.
When your Marked Suspect moves willingly, use your reaction and expend one Judgment Die to move up to half your speed toward it.
If you end within melee reach, you may add the die to your next opportunity attack against it before the end of the turn.
When your Marked Suspect misses you or an ally within 5 feet, use your reaction and expend one Judgment Die to make one weapon attack against it.
Add the die to the damage on a hit.
When you hit a Large or smaller creature with a melee attack, expend one Judgment Die and add it to the damage.
The target must succeed on a Strength saving throw or fall prone.
When you hit a creature with a weapon attack, expend one Judgment Die and add it to the damage.
The next attack made against the target by another creature before your next turn has advantage.
When initiative is rolled, expend one Judgment Die and add it to your result.
You may then move up to 10 feet before the first turn begins, provided you are not surprised.
When you hit with a ranged weapon attack, expend one Judgment Die and add it to the damage.
The target must succeed on a Wisdom saving throw or be unable to take reactions until the start of your next turn.
After speaking with or observing a creature for at least 1 minute, expend one Judgment Die and ask the GM one of the following:
Is it concealing fear?
Is it deliberately lying?
Is it expecting violence?
Is it under outside influence?
Does it recognize a named person, object, or symbol?
The GM answers according to the available evidence. This does not reveal thoughts or guarantee complete truth.
When a creature within your weapon’s normal range moves, use your reaction and expend one Judgment Die to make one ranged weapon attack against it.
On a hit, add the die to the damage and reduce its speed to 0 for the rest of the turn.
When you make a saving throw against being charmed, frightened, poisoned, possessed, or corrupted, expend one Judgment Die and add it to the saving throw.