Justice Domain (5e Subclass)

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Justice Domain[edit]

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Justice Clerics can rely on their deity as an infallible authority of what is right and wrong.

Source

Cleric Subclass

The Justice Domain embodies the unwavering pursuit of what is right, and balances mercy with righteous wrath. While law may serve as a tool, justice is a higher calling focused not on blind order but fairness, protection, and retribution against true wrongdoers. Clerics of this domain often stand apart from rigid institutions, answering instead to a deeper moral authority such as their Deity. They are judges, avengers, and champions of the oppressed.

On many worlds, gods of justice include Tyr, Bahamut, Ilmater, Forseti, Hoar, Anubis, and St. Cuthbert. These deities empower their followers to act decisively, meting out punishment to the wicked while defending the innocent with a fervor.

Justice demands accountability. These clerics see laws as valuable only to the point that they serve the greater good, and challenge tyranny in order to break unjust systems. Where injustice thrives, these clerics bring reckoning.

While you have spell slots of each indicated level, you add the listed spells to the spells you have prepared.

Justice Domain Spells
Spell Level Prepared Spells
1st command, wrathful smite
2nd hold person, moonbeam
3rd blinding smite, slow
4th banishment, sickening radiance
5th destructive wave, wall of force
Bonus Proficiencies

When you choose this domain, you gain proficiency with martial weapons. You also gain proficiency with the Insight or Perception skill (your choice).

Righteous Magic

When you choose this domain, your spells change to reflect your role as an arbiter of justice. Whenever you cast a cleric spell that would deal necrotic or radiant damage, you can change its damage type to force.
Additionally, whenever you deal force damage to a creature with a cleric spell, you force them to succeed a Wisdom saving throw or suffer one of the following effects:

  • The target falls prone.
  • The target drops one item that it is holding of your choice.
  • The target emits dim light in a 10-foot radius and can't benefit from the invisible condition until the end of their next turn.

You can use this feature to cause any one of the above effects a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.

Channel Divinity: Clarity of Sight
Starting at 2nd level, you can expend one use of your Channel Divinity as a bonus action to replace your normal vision with a sight that is bounded and precise.
For the next minute, you gain 30 feet of blindsight but you become blind beyond this radius. Additionally, you have advantage on the first Wisdom (Insight or Perception) check, or attack roll that you make against a target within 10 feet of you each turn.

This effect ends early if you are incapacitated, or choose to end it early (no action required).

Ensure Balance

Beginning at 6th level, whenever you cast a cleric spell of 1st level or higher as an action and you miss the attack roll or a target succeeds on their saving throw against it, you can use your bonus action to choose a different creature within 30 feet. You can either cause that creature to regain hit points or take force damage equal to 2d6 plus your Wisdom modifier.

Embodiment of Justice

At 17th level you become an embodiment of justice, capable of forcing reality to resolve as you will.
When you or a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can replace the number rolled on the d20 with a 10. When you use this feature to modify a roll made by another creature, you must use your reaction to do so.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

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