Justice Domain Spell in D&D world | World Anvil
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Justice Domain

For some, justice is not merely an ideal: it is the righteous calling to mete out judgment according to the gods’ immutable will. Clerics who take up the mantle of the Justice domain are intrepid seekers and fearless arbiters of those damned by their own actions.   These holy warriors have the martial prowess to enforce their divinely inspired judgments by forcing the condemned into trial by combat, banishing them back to their native planes of existence, or holding them against their will to stand and be judged.   Deities of justice include Shet, Eanh and Burolia. What exactly constitutes justice is realistically a matter of opinion, and therefore deities and their followers might be of good, neutral, or evil alignment, but their inflexible creed means that they are almost invariably lawful.   Justice Domain Spells   Cleric Level | Spells   1st | compelled duel, protection from evil and good   3rd | branding smite, detect thoughts   5th | crusader's mantle, magic circle   7th | aura of life, banishment   9th | banishing smite, hold monster   Bonus Proficiences   When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.   Blind Justice   The gods of justice demand an egalitarian spirit from those who serve them; neither favoritism nor bias have any influence on their agents of judgment. Therefore, when you choose this domain at 1st level, you undergo a special ritual during which your eyes are physically destroyed (by physical gouging, burning with acid, fire, or a brand, etc.) in a gesture of ultimate devotion to the ideals of justice: that all creatures are equal in the eyes of the gods, and that only their actions shall be judged. You remain permanently blind from this point onward, and not even a regenerate spell can restore your physical vision.   In exchange for this show of devotion, your deity bestows upon you the gift of blindsight out to a range of 90 feet, and you gain all the benefits and suffer all the consequences thereof. For example, making an attack against an enemy who is invisible or shrouded in darkness doesn't impose disadvantage on your attack roll, but the maximum range of any attack you make or spell you cast is limited to the range of your blindsight.   Channel Divinity: Blessings of Inquisition   Starting at 2nd level, you can use your Channel Divinity to further your tireless hunt for the unjust, gaining supernatural perception and insight. As an action, you can grant yourself truesight out to a range of 30 feet for a duration of up to 10 minutes. This ability requires concentration, which functions just as it does for your spells. During this time, you also have advantage on insight checks against other creatures when they speak in a language you can understand.   Channel Divinity: Judgment Brand   At 6th level, you can use your Channel Divinity to stand in judgment of others, marking them with a magical brand. You can use an action to force a creature you can sense within 60 feet of you and who isn't behind total cover to make a Wisdom saving throw. If it succeeds, nothing happens, and one use of your Channel Divinity has been expended. If it fails, you learn from the DM one damage immunity or resistance that it has, if it has any at all. Once you gain this knowledge, you can — as part of the same action — brand the target, applying one of the following effects.  
  • If the creature has immunity to a damage type, you can turn that immunity into resistance.
  • If the creature has resistance to a damage type, you can remove that resistance.
  • If the creature has no resistance or immunity to any damage types, you can inflict it with vulnerability to radiant or necrotic damage.
  • This brand remains seared into your target until it is incapacitated or comes under the effect of the dispel magic spell, which succeeds automatically in removing the brand, regardless of what level at which it is cast.   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 or necrotic damage (your choice based on what would be the more fitting punishment for your foe) to the target. When you reach 14th level, the extra damage increases to 2d8.   Eyes of the Arbiter   Beginning at 17th level, your pursuit of justice has shown you to be worthy of further boon from your deity. You gain permanent truesight out to a range of 30 feet, and your blindsight is extended out to a range of 120 feet. As a result, when you now use your Channel Divinity to activate Blessings of Inquisition, instead of granting temporary truesight, it allows you to cast zone of truth without expending a spell slot. The advantage on insight checks granted by Blessings of Inquisition remains unchanged.

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