Cleric
Base Class: Cleric

In all societies, there must be those who uphold the law and serve judgement on those who go against it. Gods of the domain of judgment stress the importance of this above all other matters. They demand that those who turn their backs on the law be met with swift justice, whether that be in court or by the headman's axe. Followers of these gods might be warrior, dealing judgement upon the enemies of their deity and state. Alternatively, they might be a justiciar, presiding over local law and dealing with all kinds of criminal. Perhaps the most extreme example are those so faithful to their deity that their only mission is to seek out and smite down the foes of their god. Enemies of these gods beware; their judgement cometh and that right soon.

Domain Spells

1st-level Judgment Domain feature

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

Judgement Domain Spells

CLERIC LEVEL SPELLS
1st bane, command
3rd hold person, spiritual weapon
5th bestow curse, fear
7th banishment, locate creature
9th hold monster, wall of force

 

Bonus Proficiencies

1st-level Judgement Domain feature

You gain proficiency with martial weapons and heavy armor.

Marked for Retribution

1st-level Judgment Domain feature

You can mark an enemy deserving of punishment. When an enemy creature attacks a friendly creature that is within 30 feet of you, you can use your reaction to mark the attacking creature for the next minute. If you make an attack roll against a creature marked for retribution, the roll is made with advantage and you deal an extra 1d8 radiant damage if you hit, and the mark fades. This damage increases to 2d8 at 10th level.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses upon finishing a long rest.

Channel Divinity: Call Down Judgement

2nd-level Judgment Domain feature

You can use your Channel Divinity to bring judgement down upon your enemies. When a creature marked for retribution makes a saving throw, you can use your reaction and Channel Divinity to force them to roll again and take the result of the new roll. You can wait until after the creature rolls the saving throw before using your Channel Divinity in this way.

Holy Chains

6th-level Judgement Domain feature

You call down the chains of your god to shackle those who work against them. As an action, you target a creature within 30 feet and force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is restrained by holy chains for the next minute. While restrained in this way, the creature takes 1d10 radiant damage at the start of each of its turns. The creature can use its action to repeat the saving throw, ending the effect upon itself with a success.

Once you have used this feature, you cannot do so again until you finish a long rest.

Divine Strike

8th-level Judgement Domain feature

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.

Heavenly Justiciar

17th-level Judgement Domain feature

Creatures you brand as enemies of your faith are weakened under your might. If you deal your Divine Strike damage to a creature on your turn, you can brand that creature until the start of your next turn. The next time that creature makes a saving throw, it must roll a d4 and subtract the result from the total of the saving throw and the brand ends. You can brand a creature in this way only once per turn.

Previous Versions

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6/19/2022 11:32:49 AM
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