Cleric
Base Class: Cleric

The Justice Domain serves deities, like Avo, who are patrons of law, light, and moral order. Clerics of this domain are not vengeful zealots, but meticulous seekers of truth who are dedicated to upholding law, even at great personal cost. They epitomize the belief that chaos must be subdued by order, and that a single, proven injustice warrants a focused, overwhelming response.

Level 3: Justice Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

Justice Domain Spells
Cleric Level Prepared Spells
3 Command, Detect Evil and Good, Hold Person, Zone of Truth
5 Clairvoyance, Sending
7 Banishment, Divination
9 Commune, Scrying

Level 3: Bindings of Justice

You gain the authority to momentarily impose physical limits on those you judge.

You can use this feature a number of times equal to your Proficiency Bonus (PB), and you regain all expended uses when you finish a long rest.

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to bind an enemy within 30 ft.  You force a creature to make a DC {{savedc:wis}} Wis. saving  throw to impose a minor restraint. If the target fails the spell's saving throw, its movement speed is reduced by 15 feet until the start of its next turn.  If the target succeeds its movement is only reduced by 5 feet until the start of its next turn.

Level 3: Judicial Aura

Your presence subtly mitigates harm against those you protect. You radiate a calming authority in a 10-foot radius. The first time a hostile creature deals damage to a creature other than you on its turn, the damage roll is reduced by an amount equal to your Proficiency Bonus (PB). This aura's range increases to 30 feet at Level 10.

Avo's Retribution

Once on each of your turns, when you hit a hostile creature that has dealt damage to you or a friendly creature since your last turn, your attack deals extra radiant damage equal to your Proficiency Bonus (PB).

Level 17: FInal Judgment

As an action, you project an overwhelming aura of authority in a 60-foot radius centered on you. Each hostile creature within that area must make a Wisdom saving throw. On a failed save, the creature is paralyzed until the end of its next turn. On a successful save, the creature's movement speed is reduced to 0 until the end of its next turn.


Additionally, for the next minute, your body shines with a brilliant, steady light. While this light persists, you have resistance to all damage. Once you use this feature, you can't use it again until you finish a long rest.

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