All seek some form of justice when they have been
wronged, and many live under the promise of its
protection, whether or not the promise is kept, but few
take on the holy burden of delivering the justice of the
gods. The mercy of the gods, when in evidence at all, is not
the mercy of mortals, and meting it out makes for a lonely
life. Yet most agree on the urgent need for justice in the
world, with all of its dark places and rulers who give it little
thought. Someone must make the sacrifice.
Justice Domain Spells
Cleric Level | Spells |
1st |
divine favor, longstrider |
3rd |
blade of wrath*, see invisibility |
5th |
call lightning, fear |
7th |
faithful hound, inspiring speech |
9th |
dominate person, hold monster |
Bonus Proficiency
When you choose this domain at 1st level, you gain
proficiency with heavy armor and with martial weapons.
Channel Divinity: No Hiding Place
Starting at 2nd level, you can use your Channel Divinity
to determine the general direction to the location of a
creature that is guilty of an injustice or that is wanted
for commission of a serious crime. At 7th level, you can
determine the distance in miles to the creature as well as
the direction.
Hand of Justice
At 6th level, you become immune to the frightened
condition.
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.
Channel Divinity: Holy Denunciation
At 17th level, you can use your Channel Divinity to
persuade others that you hold divine authority to mete
out justice. You must present your holy symbol and
invoke the name of your deity. As long as your deity is
worshiped openly in the land where you are asserting this authority, you have advantage on Wisdom and Charisma
checks involving justice, judgment, and the law.
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