Cleric
Base Class: Cleric

The heavens exists inside it's own sub-realm, connected directly to Terrus. It is believed that when good people pass onto the next life, they are greeted by an angel and brought to the heavens. Where they are met by the judge who determines where they shall spend eternity. Our order, The Order of Deliverance seek to grant guidance to the people of Terrus, informing them of how the afterlife shall be and how they can give prayers to those who have already passed on. The Order is also responsible for ensuring that those deserving of heaven do not have their lives ended abruptly or dishonorably, this means that the clerics of the Order are responsible for bringing an end to those who have been judged as undeserving of the heavens.

Radiant Judgement

At 1st level, you have been thought how to wield a maul of judgement by your Order, which can be used in combat. You have in your service, a magical weapon that can be summoned to your free hands by reciting a small prayer as a bonus action. The Maul of Judgement is a maul that can be used to make attacks. It scales off of your wisdom ability modifier instead of your strength, it's glowing radiant head deals 2d6s of radiant damage to creatures you hit with it. While you hold the Maul of Judgement, you have advantage on charisma saving throws.

Once summoned, the maul can be used to attack with 5 times before disappearing, and can be summoned a limited number of times per long rest equal to your wisdom modifier. Only you or another Judgement Domain cleric can wield a Maul of Judgement, if you are disarmed, the maul vanishes, and must be re-summoned. This ability grants you proficiency with mauls, and if your size is small, you can ignore the heavy property of the Maul of Judgement.

The Maul of Judgement's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Domain Spells

1st mage armor, shield
3rd aid, warding bond
5th beacon of hope, magic circle
7th death ward, banishment
9th dispel evil and good, greater restoration

Channel Divinity: Blessed Defenses

Starting at 2nd level, you can use your Channel Divinity to summon a defensive magical ward for yourself and another ally of your choice when you use Abjuration magic. When you cast a Abjuration spell, you can expend one use of your channel divinity to gain advantage on concentration and constitution saving throws for the next 10 minutes.

If you have your Maul of Judgement active when you use the effect of Channel Divinity: Blessed Defenses, you can choose to stop using the Maul of Judgement, then roll 1d6 and gain temporary hit points equal to the rolled result. The temporary hit points amount increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Swift Verdict

At 6th level, you can call upon the heaven's words to gain the effect of a verdict, a magical rune that remains orbiting your head. When you finish a short or long rest, you can choose a verdict to gain the effect of until your next short or long rest. If you defeat a creature with your Maul of Judgement or cleric spell, you can immediately change which verdict you have active, but it must be a different one then your current verdict.

Verdict of Chaos

Angelic chains grant you resistance to force damage. 

Verdict of Heroism

An orderly seal brands a creature of your choice. As an action, you can target another creature that you can see within 50ft, that creature must succeed on a wisdom saving throw against your spell save dc or have a brand applied to them for one minute. While a creature is branded, the next time they make a saving throw against your cleric spell, they have disadvantage, then the brand disappears and the effect ends.

Once you use this feature, you cannot use it again until you finish a long rest. Switching verdicts does not reset this.

Verdict of Law

An angelic ward grants you resistance to psychic damage. 

Verdict of Neutrality

You can summon a defensive ward to protect yourself with. As an action, you can cast sanctuary without expending a spell slot or material components. You can only target yourself with this effect.

Once you use this feature, you cannot use it again until you finish a long rest. Switching verdict does not reset this.

Verdict of Villainy

You can seal evil in a cage of divine energy. As an action, you can target another creature that you can see within 50ft, that creature must succeed on a wisdom saving throw against your spell save dc or have a divine cage seal around their soul for the next ten minutes. While a creature is under this effect, they cannot cast spells that use 5th level or higher spell slots. The creature can repeat the saving throw at the start of each of their turns.

Once used, you cannot use this feature again until you next finish a long rest. Switching verdicts does not reset this.

Warding Halo

Starting at 8th level, an angelic halo with four pointed edges hovers above your head, you can choose whether or not it is visible at any time. When you cast a cleric spell that restores hit points, grants temporary hit points or removes a condition. Your halo lets out a burst of radiant energy that repeats that effect onto all creatures of your choice within range. Once you use this feature, the halo glows faintly and you cannot use this effect again until you finish a long rest.

While you have not used this ability, your halo emits a 5ft radius of dim light, and you cannot be charmed or frightened.

Heavenly Aura

Starting at 17th level, you have reached the pinnacle of your power, and now have a more powerful halo. Your Warding Halo's range increases to 50ft, additionally, any resistances you have are shared with creatures inside of this radius. If you have used the effect of Warding Halo, you can expend a 5th level cleric spell slot to immediately restore it's use.

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