Cleric
Base Class: Cleric

gods of law and order value the adherence to any and all laws that exist in civilization. They believe that true fairness only comes from obeying the rules they blessed upon mortals since the beginning of time as well as the rules of the universe. To break a rule even the smallest made would only mean chaos and destruction of the civilized world. Followers of these gods often are high-ranking officials in law enforcement  or simple law enforcers themselves. They obey and hold up the laws of their gods and of their kingdoms no matter wear they are.

Domain Spells

See domain spells in the players handbook 

Cleric Level

Spell

1

Command, Compelled Duel

3

Arcane Lock, Calm Emotions

5

Glyph of Warding, Slow

7

Mordenkainen’s Faithful Hound, Dominate Beast

9

Dispell Evil and Good, Wall of Stone

Channel Divinity: Return Equilibrium

At 2nd level you can use your channel divinity to cause a creature you touch to no longer be charmed by a spell of a level equal to half of your level rounded up.

Channel Divinity: Spell Embargo

Starting at 6th level You can use your channel divinity to prevent a creature from casting a specific spell. Target a creature within 30ft and name a specific spell, the creature must make a WIS saving throw against your spell save DC or it cannot cast the specified spell for 1 min. A creature that fails the check may make a WIS saving throw at the end of each of it’s turns to end this effect on it with a success.

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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Blind Justice

At 17 level when a creature within 60ft of you would regain hit points you may use your reaction to cause another creature within 60ft of you to regain the same amount of hit points. As well when a creature within 60ft takes damage you can use your reaction to make another creature within 60ft of you make a Con saving throw against your spell casting DC or suffer the same amount of damage the other creature takes. You can only use this ability a number of times equal to your wisdom modifier (minimum 1) regaining these uses after a long rest.

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