Cleric
Base Class: Cleric

The gods of justice – including Themis, Ghleam, Cremon, Akthar, and Dharl – value justice above all. Some teach that justice is to be punished equal to the act committed, considering an eye for an eye a fair trade. Some deities claim to teach true justice the punishment must be far worse than the act so that the act is never repeated. And some teach their followers that to achieve absolute justice you must protect those around you before they are wronged to allow them to respond how they see fit. Followers of these gods study philosophy, collect records of wrongdoings, and protect all they can.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Intimidation skill, and you gain two cantrips of your choice from the Sorcerer spell list. For you, these cantrips count as cleric cantrips.

Inspired Payback

Also at 1st level, you feel an urge to exact revenge on those who have wronged you and your friends. As a reaction, you gain advantage on your next attack against a creature that has attacked a friendly creature within 30ft of you regardless of whether the attack dealt damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Channel Divinity: Shielded by The Gods

Starting at 2nd level, you can use your Channel Divinity to protect those around you from harm.

As an action, you can give any creature you can see within 60ft of you an AC bonus equal to your Wisdom modifier and give them proficiency in Wisdom saving throws until the start of your next turn.

If the creature already has proficiency in Wisdom saving throws then double the proficiency bonus; similar to Rogue's expertise feature.

 

The Honourable One

Starting at 6th level, you form a bond with a friendly creature in which you have a enhanced understanding of each others strengths and weaknesses. When within 90ft of each other if you share any Saving Throw proficiencies then you can treat any roll using that Saving Throw of 9 or lower as a 10.

The Best Defence is a Good Offense

At 8th level, you become stronger by exacting revenge on those who oppose you. When you successfully land an attack you gain 1d4 Temporary Hit Points. When you reach 14th level, the Temporary Hit Points increase to 2d4.

One More in Me

Starting at 17th level, you refuse to give up when things don't work out. When you miss an Attack Roll you can roll again with disadvantage.

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