Cleric
Base Class: Cleric

A Justice domain, inspired from Fate and Order Domains.

Level 3: Acendent's Omen

At 1st level, you can perceive signs of the future in everyday objects and events, such as flights of birds or ripples made in water by a thrown stone. You can cast the Augury spell without expending a spell slot and, when you cast the spell in this way, the spell has no verbal, somatic, or material components. Once you cast the spell in this way, you cannot do so again until you finish a long rest.

In addition, until you finish a long rest, when you cast a divination spell that includes a chance the DM gives you no answer or a random reading—such as Augury, Commune, or Divination—reduce that chance by 25 percent.

Level 3: Justice Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Justice Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
3 Command, Heroism, Hold Person, Zone of Truth
5 Mass Healing Word, Slow
7 Death Ward, Compulsion
9 Dominate Person, Commune, Geas

Level 3: Ties of Justice

At 1st level, you can temporarily tie your fate to others. As an action, you can touch one object or creature and magically tie a strand of fate from yourself to it for 1 hour or until you use this feature again. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to resist this effect. While the target is bound to you and on the same plane of existence as you, you can sense the direction to the target’s location, and you know the direction of its movement if it is in motion.

In addition, once per turn when you cast a spell using a spell slot to deal damage or restore hit points to the target, roll a d6, and the target receives extra damage or healing, respectively, equal to the number rolled.

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

Channel Divinity: Justice's Demand

Starting at 3rd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Level 6: Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Level 17: Avatar of Justice

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

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