Justice Domain
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.
| Cleric Level | Spells |
|---|---|
| 3rd | Longstrider, Divine Favor, Blade of Wrath, See Invisibility |
| 5th | Call Lightning, Fear |
| 7th | Inspiring Speech, Mordenkainen's Faithful Hound |
| 9th | Dominate Person, Hold Monster |
Level 3: Bonus Proficiency
You gain proficiency with heavy armor and martial weapons.
Level 3: No Hiding Place
You can use your Channel Divinity to determine the general direction 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.
Level 6: Hand of Justice
You become immune to the frightened condition.
Level 8: Divine Strike
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. When you reach 14th level, the extra damage increases to 2d8.
Level 17: Holy Denunication
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. So long as your deity is one that is worshipped openly in the land where you are asserting this authority, you have advantage on Wisdom and Charisma checks involving justice, judgment, and the law, up to and including execution for crimes.

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