Base Class: Cleric
The Arbitration Domain embodies the divine principles of fairness, order, and the pursuit of truth. Clerics who serve under this domain act as sacred advocates; Defending the innocent, prosecuting the guilty, and ensuring that divine justice is carried out with precision and purpose.
Where others see only good or evil, Arbitration clerics see the structure that holds both accountable. They view law as a sacred language written not on parchment, but in radiant light and holy precedent.
Deities of justice, order, and truth often empower these clerics to serve as arbiters in mortal and celestial disputes alike. In temples, they mediate quarrels and uphold doctrine; on battlefields, they decide who is worthy of protection and who must face judgment.
Those who follow this path understand that justice is not a weapon or a mercy but a balance to be maintained.
Level 3: Doctrine of Arbitration
At 3rd level, you have learned to apply the Doctrine of Arbitration to not only social interactions, but in combat as well. You gain advantage on your choice of Insight or Persuasion skill checks. Additionally when you roll for initiative you may pick between two stances:
- Prosecution: When you deal damage to a creature with a spell or weapon attack, you may mark that creature as On Trial until the start of your next turn. When an ally hits a creature On Trial, they deal bonus radiant damage equal to your Wisdom modifier (minimum of 1). A creature can only be On Trial by one cleric at a time.
- Defense: While you are in this stance, allies within 30 feet of you reduce all incoming damage by an amount equal to your Wisdom modifier (minimum of 1). If a creature within 30 feet would be reduced to 0 hit points while you are in this stance, they instead drop to 1 hit point and immediately lose the benefit of this effect. A creature can only benefit from this “drop to 1 hit point” feature once per short or long rest.
You can use a bonus action at the start of your turn to change your stance.
Insight
Gain advantage on insight checks
Persuasion
You gain advantage on persuasion checks.
Arbitration Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Arbitration Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Command, Detect Thoughts, Sanctuary, Zone of Truth |
| 5 | Hold Person, Calm Emotions |
| 7 | Banishment, Compulsion |
| 9 | Geas, Wall of Force |
Level 3: Channel Divinity: Legal Counsel
Starting at 3rd level, you can use your Channel Divinity to provide divine representation. As an action, choose a willing creature that you can see and brandish your holy symbol, invoking the name of your deity. For the next minute that creature is considered your client. Your client gains the following benefits:
- +2 bonus to AC.
- Regains a number of hit points equal to your Wisdom modifier (minimum one) at the end of each of its turns.
- They may add your wisdom modifier to any Deception, Insight, or Persuasion skill check they make.
These effects end early if you or your client are incapacitated or if either of you dies.
Level 6: Divine Precedent
Starting at 6th level, your experience in both defense and prosecution allows your spells to carry the weight of divine argument. When you cast a spell, you can invoke a divine precedent, imbuing one of the following effects into the spell:
- The Duchy v. Pirates of the Nelanther Isles: In 1424 DR the Duchy of Cape Velen declared independence from Tethyr. When corsairs of the Nelanther Isles raided its shores, the courts of Fharlanghn ruled that the defenders had a right to protect not only their land but every citizen within the duchy’s walls. From this ruling comes the precedent of magical protection for the innocent under siege. A number of creatures equal to your proficiency bonus that you can see gain immunity to one damage type of your choice until the end of their turn.
- Yael v. Asmodeus: In 1385 DR, during the aftermath of the Spellplague, the archangel Yael petitioned the Celestial Concordance to censure Asmodeus for exploiting mortal souls through infernal contracts. Though the case ended in divine stalemate, the minority opinion, known as The Binding of Yael, established the lawful right to restrain those who use deception or coercion to harm others. The ruling became the foundation for spells that channel radiant bonds of judgment. A number of creatures equal to your proficiency bonus that you can see must succeed on a Wisdom saving throw against your spell save DC or be restrained by radiant bindings until the start of your next turn.
- The Crown v. the Harpers: In 1371 DR, the Council of Six of Amn brought charges against the Harpers for obstructing the lawful governance of trade routes and state matters. Though the courthouse collapsed before a verdict was rendered, a final decree was recorded: “Those who impede the order of law must, in turn, be hindered by it.” This unfinished case created the precedent for magical obstruction as divine balance. A number of creatures equal to your proficiency bonus that you can see must treat all movement on their next turn as difficult terrain.
- Commonwealth of Evereska v. the Fey Courts:
In 1432 DR a group of Archfey attempted to reclaim mortals “bound by pact and heritage." The High Magister of Evereska argued that free will cannot be sold without the consent of those impacted. The ruling declared mortal autonomy as a divine constant, setting precedent for intervention in trials of choice and fate. Its legal commentary, On the Nature of Consent, remains foundational in magical ethics. A number of creatures equal to your proficiency bonus that you can see gains one d6 that it may roll and add to a single skill check or saving throw before the end of their next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.
Level 17: Final Ruling
At 17th level, you embody divine arbitration itself, speaking with the full authority of cosmic law. As an action, you invoke your deity to deliver a Final Ruling on creatures within 60 feet of you, choosing a number of targets equal to or less than your Wisdom modifier (minimum of one). Each target is Condemned or Absolved, determined by your deity (the DM’s choice):
- Condemned: The creature must make a Charisma saving throw against your spell save DC. On a failure, it takes 8d8 radiant damage and is paralyzed until the end of your next turn. On a success, it takes half as much damage and isn’t paralyzed.
- Absolved: The creature is freed from one condition currently affecting it and regains 8d8 hit points.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level or higher spell slot to use it again.
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Posted Jan 4, 2026updated due to features not properly displaying