Cleric
Base Class: Cleric

Clerics of the law domain are typically of lawful alignment as they believe in the rigidity of fair justice first and foremost.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons

Keeping the peace

From 1st level, you train in disabling and crontrolling enemies to beter protect the innocet public. you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers from the following list: Disarming Attack, Distracting Strike, Goading Attack, Maneuvering Attack, Pushing Attack, Rally, Sweeping Attack, Trip Attack. You learn an additional maneuver at 10th level.
Superiority Dice. You have two superiority dice, which are d8's. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist it the maneuver's effects. The saving throw DC is equal to your spell save DC

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Channel Divinity: lawful arrest

Starting at 2nd level, you can use your Channel Divinity to restrain a creature for later judgement.

As an action, you present your holy symbol and invoke the name of your god. One creature of your choice within fifteen feet must make a dexterity saving throw, or be restrained for 1 minute. if the creature is prone, they have disadvantage of this save. The creature may attempt a Strength saving throw against your spell save DC at the end of each of its turns ending the effect early on a success.

Channel Divinity: Dreadful Judge

Starting at 6th level, your god empowers you to serve as judge, jury, and executioner to those who would defile the sanctity of the law.
When you make an attack roll, you may choose to expend your channel divinity if you have advantage on the attack roll. When you do so, you deal the maximum damage possible for your weapon on a hit. If you choose to use your Divine Strike with this attack you also maximize the damage of that feature. Damage dealt by spells or by magic effects are not maximized by this effect.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Law Domain

Starting at 17th level, You become immune to charm and fear effects while you are conscious. Additionally, whenever a creature within 10 feet of you attempts to target you with a frighten or charm effect you may use your reaction to use your Lawful Arrest against them, without expending a use of your channel divinity. You may only do this once per long rest.

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