Cleric
Base Class: Cleric

A cleric in the domain of justice fights to defend those without power from those who would break or abuse the law. They are called by the gods of justice (such as Lady Darkstar, Bahamut, Kelemvor, or Amaunator) to ensure that the guilty are punished and the innocent are protected. Their sense of justice may vary depending on the god they serve; some may see justice purely in the eyes of the law, while others may focus on bringing justice to those who twist the law to their own ends. Clerics of this domain tend to be good people, though whether they hold to the law, fight against it, or work around and within it will largely depend on their own moral code and that of their deity.

Bonus Proficiency: Heavy Armor

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Justice

Also at 1st level, your deity has granted you the ability to more easily see through lies and discern hidden motives. You gain proficiency in Insight. If you already have proficiency, you instead gain expertise in Insight.

Channel Divinity: Scales of Justice

Whenever a creature damages one of your allies, as a reaction, you present your Holy Symbol aloft and chant a prayer to your patron deity. Ally resists the attack for your WIS mod and heals for WIS + half of the remaining damage. Attacking creature is damaged for the amount by which your ally has been healed.

At 5th level, when using the Scales of Justice Channel Divinity power on an ally, if the triggering attack would bring them to zero HP, ally also gains WIS resistance against all attacks until the end of their next turn.

Eyes of the Confessor

At 6th level, your deity grants you additional power to use to locate, entrap, and discuss suspects of wrongdoing. Any creature you target with a spell in the Enchantment school has disadvantage on saves against the spell's effects.

In the Name of Justice

When it comes time to punish those found guilty, you do not fight alone. You depend on your allies to help mete out divine justice. Once per turn when you successfully hit a creature with a melee weapon attack, you may move the targeted creature up to 15 feet in the direction of any of your allies. If a target moved by this effect would be forced off of a ledge or into hazardous terrain, the movement ends at the edge of the drop or hazardous terrain. This move provokes an attack of opportunity from the first ally passed by.

At 14th level, any ally within 30 feet of the target creature may spend their reaction to make a basic attack with advantage against it; any triggered attacks of opportunity also gain advantage.

Righteous Justice

Justice is both your sword and your shield. Your god provides you protection from the wrath of the guilty and strengthens you and your allies to take holy vengeance. At 17th level, 1 + Half your WIS Mod (rounded down) times per day: when you hit a creature with a melee weapon attack, the target creature must make a WIS save or gain disadvantage on all attacks until the end of their next turn. Additionally, you and all allies you can see gain advantage on your attacks until the end of your next turn. Charges fully replenish after a long rest.

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