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Justice Domain Spells |
Cleric Level |
Spells |
1st |
detect evil and good, detect poison and disease. |
3rd |
branding smite, zone of truth |
5th |
clairvoyance, speak with dead |
7th |
arcane eye, locate creature |
9th |
commune, dispel evil and good |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
with martial weapons, heavy armor, and the Investigation skill.
Divine Retribution
Also at 1st level, you can use your divine power to defend your
allies and rebuke your enemies. When a creature you can see
within 30 feet of you takes damage, you can use your reaction to
reduce that damage by 1d6, and force the creature that damaged
the initial target to make a Dexterity saving throw. That creature
takes damage equal to 2 + the damage mitigated on a failed
save, or half as much damage on a successful one. This
damage shares a type with the damage dealt to the initial target.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Reveal Injustice
Starting at 2nd level, you can use your Channel Divinity to assist
you in investigating deaths.
By performing a minute-long ritual on the remains of a
creature that has been dead for no more than 7 days and hasn’t
been targeted by this feature before, you can learn its cause of
death. If the creature was killed by another creature, you can also
learn details about the creature’s killer by making a Wisdom
(Insight) check with a DC equal to the killer’s passive Charisma
(Deception) score. You automatically fail this check if the killer is
protected from divination magic, such as through the
nondetection spell. On a success, you learn the killer’s creature
type, and the distance and direction to its location as of the
completion of the ritual. On a failed check, the killer knows
that divination magic was attempted on it, but it doesn’t
know its source.
The DM might allow you to use this feature to
investigate events other than deaths. For
example, scenes of a recent robbery or
evidence of an assault might be viable
targets for this Channel Divinity, at
your DM’s discretion. In these cases,
you would discover information about
the main perpetrator of that event, rather
than a “killer.”
Channel Divinity: Chains of Reckoning
At 6th level, you can use your Channel Divinity to restrain a
creature with divine chains.
As an action, you present your holy symbol, causing chains of
light to emerge from the ground and attempt to restrain a creature
you can see within 60 feet of you. That creature must make a
Strength saving throw. On a failed save, it takes radiant damage
equal to 2d6 + your cleric level, and is restrained until the end of
your next turn. On a successful save, it takes half as much
damage and its speed is halved until the end of your next turn.
If you target a creature that has failed the check imposed by
your Reveal Injustice feature, that creature makes this save at
disadvantage, and it is paralysed until the end of your next turn on
a failed save, rather than restrained. Once you use this bonus
effect on a creature, you can’t use it on that creature again until
you succeed on another check imposed by your Reveal Injustice
feature against that creature.
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.
Divine Truth
At 17th level, your senses can see through lies. You know when
you hear a lie, and you gain truesight with a range of 60 feet.
Your ability to detect lies allows you to know when something
explicitly untruthful is said; it does not detect misleading yet
literally true statements.
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