Cleric
Base Class: Cleric

The Law Domain is concerned with seeing over the rules and laws of life or government. Most Law clerics have jobs alongside their clerical duties, they are judges, guardmasters or bounty hunters. 

All deities that fall into the lawful side of alignment can be chosen. Most deities in the Law Domain are deities of justice or order.

Domain Spells

Cleric Level Spells
1st Alarm, Command
3rd Zone of Truth, Hold Person
5th Slow, Counterspell
7th Resilient Sphere, Locate Creature
9th Hold Monster, Geas

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with heavy armor and martial weapons.

Lawful Duties

Due to your search of the truth you gain the ability to find it.

You gain double proficiency in  Insight and Investigation.

Channel Divinity: Freeze

Starting at 2nd level, the cleric can use Channel Divinity to stop people in their tracks.

As an action the cleric can show their holy symbol to a group of creatures. You force a group of creatures equal to you Wisdom modifier to make a Wis Saving throw against your Spell Save DC. On a failed save the creatures must lay prone, drop everything they hold and have no reaction until the end of your next turn. Creatures immune to the charmed condition automatically succeed on the save.

I Am the Law

You are not manipulable and follow your laws no matter what is in front of you.

You gain immunity to the Charmed and Frightened conditions. And can add your proficiency modifier twice to your Wisdom saving throws.

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with forceful energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 force damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Embodiment of Law

As a bonus action you can call upon your deity to grand you aid in battle.

For 1 minute you gain the following benefits:

  • You have advantaged on Charisma, Intelligence and Wisdom saving throws.
  • You deal an extra 2d8 force damage every time you deal damage.
  • When a creature is damaged with force damage by you, it must succeed on a Strength saving throw or fall prone.

You cannot use this feature again until you finished a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/5/2018 3:09:55 PM
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Coming Soon

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