Base Class: Cleric
You have a bond with the gods of judgement. You act as their eyes and sword, follow your god's judgement method when exacting justice. To kill willy nilly will void your heavenly deal and make you a target of the god.
Judgement Domain Spells
You gain the following spells.
1st, Command, Bane
2nd, Hold Person, Zone of Truth
3rd, Dispel Magic, Counterspell
4th, Locate Creature, Banishment
5th, Dominate Person, Dispel Evil and Good
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor, and martial weapons.
Judge the soul
When looking at a creature you can choose to see its true form, as well its soul shows its motive.
Blue. Calm and collected
Red. Burning with anger, or intent to harm
Yellow. Confused
Green. Afraid
Purple. Sad
Grey. Lacks emotion
Channel Divinity: Ensure justice
Starting at 2nd level, you can use your Channel Divinity to bring justice. When making an attack against an evil aligned creature you can add an additional 5 radiant damage per cleric level to this strike.
Judge's Gaurd
Starting at 6th level you are considered to be constantly under the affects of the protection from evil and good spell.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Absolute Judge
Starting at 17th level, you gain immunity to the charmed or frightened condition, and you gain resistance to necrotic, and radiant damage. Whenever a creature attempts to charm or frighten you they must succeed an intellegence saving throw (equal to your spell casting DC). On a failed saving throw they take 3d10 psychic damage and is afflicted by the condition they attempted to impose upon you.. On a success they take half as much.
Previous Versions
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10/25/2021 9:22:06 PM
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Coming Soon
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