Cleric
Base Class: Cleric

Gods of justice can be surprisingly varied to what one may assume. Some are extremely lawful, for whom the law and fair exchange is more important than punishment, like Anubis; while others believe in restorative justice, in humility and making amends, like Tyr; and some believe in retributive justice as revenge, in punishment of equal weight to the crime, like Nemesis or other deities or vengeance.

Whatever the case may be, clerics of these gods are just as driven to carry their deity’s ethos. Whether they are freelance justice bringer vigilantes, officers of the law or simple judges or investigators, these clerics use their divine might to find the truth and fight evil. Or at least, whatever their god considers to be unfair and malicious. 

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.

Cleric Level

Spells

1st

cure wounds, sleep

3rd

hold person, suggestion

5th

dispel magic, fear

7th

confusion, resilient sphere

9th

hold monster, modify memory

Instruments of the Judge

Beginning when you first pick this domain at 1st level, you gain proficiency in martial weapons and heavy armor.

Form of Justice

Also at 1st level, your divine mandate to enact justice upon the world manifests. Whenever a creature you can see within 60 feet of you deals damage to a creature, lies and you’re aware of it (through a successful Insight check or through an effect like the zone of truth spell) or casts a harmful spell (DM’s discretion, but generally, all damage spells and those that debuff a creature are harmful spells), you can use your reaction to force divine justice upon them. When you do, choose if your justice is restorative or retributive:

Restorative. The creature that was lied to or harmed by the triggering creature regains hit points equal to half your cleric level + your proficiency bonus and gains a bonus to its next attack roll, ability check or saving throw. The bonus equals your proficiency bonus.

Retributive. The creature that triggered the feature must succeed on a Constitution saving throw against your spell save DC or take radiant damage equal to your cleric level and be pushed up to 10 feet away from the creature they lied to or harmed.

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

Channel Divinity: Chains of Reckoning

Starting at 2nd level, as an action, you can call upon divine chains of justice, expending your Channel Divinity and forcing creatures of your choice within 10 feet of you to make a Charisma saving throw against your spell save DC. Creatures can willingly fail this save.

On a failed save, a creature becomes bound by celestial chains and, for the next minute, they cannot speak a deliberate lie and their speed is reduced by half. In addition, once per turn, you can use your Form of Justice feature without expending a use, as long as the trigger is one of the bound creatures. A creature can repeat the saving throw at the end of each of its turns, using their willpower to escape the chains.

Aid for the Victim

When you reach 6th level, you can offer comfort in justice to those that have been unfairly hurt. As a bonus action, you can touch a creature that has been damaged, lied to, or to whom a crime has been committed against  in the past 10 minutes (such as a merchant whose goods got stolen), and help it with divine radiance. This creature can be you, and they choose if the help is restorative or retributive:

Restorative. For the next minute, they gain expertise in the Insight skill if they don’t have it already, and any 1 on the d20 on an attack roll, ability check or saving throw, counts as a 20 instead. 

Retributive. For the next minute, the creature that damaged, lied to or committed a crime against the creature has disadvantage on Charisma (Deception) checks, and any 20 on the d20 on an attack roll, ability check or saving throw, counts as a 1 instead. 

You can use this feature once, regaining the ability to use it again when you finish a short or 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 damage. When you reach 14th level, the extra damage increases to 2d8.

Herald of Justice

By the time you’ve reached 17th level, you’ve become an unparalleled bastion of fairness and justice. You can use your Form of Justice feature once per turn without expending your reaction, and its range is doubled.

In addition, if the triggering creature for your Form of Justice feature affected you, you can use your Form of Justice feature without expending a use. You can do so twice, regaining the ability to do so again when you finish a short rest.

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