Cleric
Base Class: Cleric

The Power of Law comes to those who are dedicated to upholding the good of all. Those who worship the lords of the court, great law bringers and code makers of people; God's who looked out into the chaos and knew that deep inside there could be justice and order. From the Temple-Courts of Jamal to the Judgement dens of Fen the Wolf, Law is an important part of society and it is the clerics of Law who work to ensure that it is maintained. 

 

Domain Spells:

1st Level: 

Protection from Good/Evil, Detect Good/Evil

3rd Level: 

Calm Emotion, Zone of Truth

5th Level: 

Counterspell, Crusader's Mantle

7th level: 

Faithful Hound, Locate Creature

9th Level: 

Commune, Dispel Good/Evil

 

Bonus Proficiencies.

Starting at 1st level you gain proficiency with heavy armor and martial weapons. 

Law Bringer's Blessing

At 1st level your voice carries with it a level of authority with those who are neutral or friendly with you. You gain advantage on Charisma (Persuasion) skill checks when talking to someone who is not hostile to you and shares at least one language. You gain Proficiency with the Persuasion skill. 

Channel Divinity: Protection of the Courts.

At 2nd level, when an ally that you can see becomes the target of an attack you can, as a reaction, impart a barrier of divine energy around them like a great shield. This shield adds your Wisdom Modifier to their AC until the end of their next turn and applies before the triggering attack reaches them. When that ally receives damage while still possessing this AC bonus the attacker takes 2d6 + your cleric level in radiant damage. 

Equalizer's Surge.

At 6th level whenever you cast a spell with a spell slot you can target one ally you can see within 60 feet and allow them to make a saving throw against an effect currently effecting them. They make this saving throw with an additional bonus equal to your Wisdom modifier. 

Fury of Order

Sarting at 8th level you can attack twice, instead of once, whenever you take the Attack action on your turn. The first attack on each of your turns deals and additional 1d6 radiant damage.

Judgement's Binding

Starting at level 17, with the fury of your faith, you can deliver a divine imprisonment to any foe you strike with your melee attack. The first time on your turn when you land an attack on an enemy you can force that enemy to make a Constitution Saving Throw using your Spell DC or become restrained by divine magic. While Restrained any attacks on the creature from your allies deal an additional 2d10 radiant damage. At the end of the creatures turn it can make another saving throw to undo the effect, it also gets a saving throw whenever it takes 25 or more damage from a single attack. 

You can only have one creature restrained with this ability at a time. 

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