Cleric
Base Class: Cleric

For some, justice is not merely an ideal: it is the righteous calling to mete out judgment according to the gods’ immutable will. Clerics who take up the mantle of the Justice domain are intrepid seekers and fearless arbiters of those damned by their own actions.

These holy warriors have the martial prowess to enforce their divinely inspired judgments by forcing the condemned into trial by combat, banishing them back to their native planes of existence, or holding them against their will to stand and be judged.

Deities of justice include Anubis, Bahamut, Forseti, Pholtus, and Tyr, among others. Some even consider the Raven Queen — given her strict philosophy of life and death — to number among their ranks. What exactly constitutes justice is realistically a matter of opinion, and therefore deities and their followers might be of good, neutral, or evil alignment, but their inflexible creed means that they are almost invariably lawful.

Blind Justice

The gods of justice demand an egalitarian spirit from those who serve them; neither favoritism nor bias have any influence on their agents of judgment. Therefore, when you choose this domain at 1st level, you undergo a special ritual during which your eyes are physically destroyed (by physical gouging, burning with acid, fire, or a brand, etc.) in a gesture of ultimate devotion to the ideals of justice: that all creatures are equal in the eyes of the gods, and that only their actions shall be judged. You remain permanently blinded from this point onward, and any means of restoring your physical vision will be ineffective as your deity will prevent it to honor your goal. If your physical vision is restored, for any reason even if temporary, you are unable to use the abilities and feature provided by this subclass until you go back to being blind or you undergo the special ritual again.

In exchange for this show of devotion, your deity bestows upon you the gifts. You gain blindsight out to a range of 60 feet, and you gain all the benefits and suffer all the consequences thereof. For example, making an attack against an enemy who is invisible or shrouded in darkness doesn't impose disadvantage on your attack roll, but the maximum range of any attack you make or spell you cast is limited to the range of your blindsight.

Bonus Proficiency

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

Justice Domain Spells

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

Justice Domain Spells

Channel Divinity: Blessings of Inquisition

Starting at 2nd level, you can use your Channel Divinity to further your tireless hunt for the unjust, gaining supernatural perception and insight. As an action, you can extend you blindsight for an additional 30 feet for a duration of up to 10 minutes or you use an action to end the effect. During this time, you also have advantage on insight checks against other creatures when they speak in a language you can understand.

Judgement Brand

At 6th level, you can stand in judgment of others, marking them with a magical brand. When you hit a target with a weapon attack or spell that you can sense within 60 feet of you, you can force the target to make a Wisdom saving throw. If it succeeds, nothing happens. If it fails, you learn from the DM all of its resistances and immunities that it has, if it has any at all. Once you gain this knowledge, you can, as part of the same action, brand the target, applying one of the following effects.

- If the target has immunity to a damage type, you can turn that immunity into resistance.
- If the target has resistance to a damage type, you can remove that resistance.
- If the target has no resistance or immunity to any damage types, you can inflict it with vulnerability to radiant or necrotic damage.

You can only brand one target at any given time. This brand remains seared onto your target until it is incapacitated, you brand a different target, or comes under the effect of a 7th-level or higher Dispel Magic spell, which succeeds automatically in removing the brand. You cannot brand the same target again until you have finished a long rest.

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 or necrotic damage (your choice based on what would be the more fitting punishment for your foe) to the target. When you reach 14th level, the extra damage increases to 2d8.

Voice of the Judge

Beginning at 17th level, your worth has risen in your deity's eyes and have granted you greater authority. You gain a bonus on insight checks equal to your Wisdom modifier. Your blindsight is permanently expended out to a range of 90 feet. As a result, when you now use your Channel Divinity to activate Blessings of the Inquisition, instead of granting extended blindsight, it allows you to tip the favor on the battlefield. Depending on the number of allies and foes within your blindsight, Channel Divinity produces one of the two effects:

- If there are more friendly and neutral creatures than hostile creatures, then friendly and neutral creatures gain an additional 2d10 radiant or necrotic damage (your choice) on one instance of damage they make each turn (i.e. they deal 1d8 slashing + 2d10 radiant damage from a longsword or 8d6 fire + 2d10 radiant from a Fireball spell).
- If there are more hostile creatures than friendly and neutral creatures, then hostile creatures must roll a 1d6 at the start of their turns. On a 1-3 roll, they can't move or take actions on that turn. On a 4-6 roll, they can act and move normally.

Whichever one that takes effect, it will last for 10 minutes or until you end them using an action.

Previous Versions

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9/5/2023 1:06:49 PM
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