Cleric
Base Class: Cleric

The Karma domain focuses on balance and justice, making sure that the scales of a person's deeds are equal and fixing it if it is not. These Clerics take up arm to help punish the wrongs and reward the rights of the world, making sure all who walk the land earns what they deserve and pay their dues, Clerics who follow this domain most find themselves worshiping the idea of karma and the universe fixing the balance. However, this domain can be granted to those who follow deities of justice or vengeance including; Trithereon, Paladine, Lugh, Nemesis, Anubis, Forseti And Vishnu.

Domain Spells

You gain domain spells at the cleric levels listed in the Karma Domain Spells table. See the Divine Domain class feature for how domain spells work.

Karma Domain Spells

Cleric Level Spells
1st absorb elements, hellish rebuke
3rd detect thoughts, zone of truth
5th glyph of warding, remove curse
7th arcane eye, banishment
9th dominate person, scrying

Gaze Of Truth

Starting at first level you tell the nature of a creature's soul. you learn the detect evil and good spell, witch doesn't count against the number of cleric spells you can have prepared, you can cast it an amount times equal to your Wisdom modifier without expending a spell slot per long rest.
Additionally, during the duration of this spell you can make a contested Wisdom (Insight) check against a creature's Charisma (deception) to peer into a creature and determine it's alignment. This fails on creatures under the effect of illusion magic.

Channel Divinity: Eye for an Eye

When a creature you can see within 30 feet of you inflicts the blinded, deafened, frightened, paralyzed, poisoned or stunned condition on an ally, you can use your reaction to force that creature to make a Wisdom saving throw. On a failure, that creature suffers from the same condition until the end of it's next turn.

Marked For Justice

At 6th level, you can make sure to deliver payment as soon as possible. When a  marked creature is targeted by an attack roll or spell saving throw , you can use your reaction to reroll the attack or saving throw against the creature. This ability ends when you reroll an attack roll or saving throw or after 1 minute has passed. You can use this feature equal to your wisdom modifier per long rest (minimum of 1).

Divine Strike

Starting at 8th level, 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 or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Heavy armor proficiency

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

Always Comes Around

Starting at 17th level, when a creature within 60 feet of you is hit by a harmful ability (such as a multiattack, spell, breath weapon etc.), you use your reaction to force the attacker to make a Charisma saving throw. On a failure, the attacking creature is also affected by that ability, and unaffected on a success. Once you use this feature, you can's use it again until you finish a long rest.

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