Justice Domain
In a civil society, laws exist to ensure that people know what isn't allowed and what happens to those who fail to obey them. In the likely event that someone breaks the law for their own benefit, they must be hunted down and brought to justice. Gods of law, such as Baldr, Durge, Mithra, and Themis, are known to send out their followers to do just that and return peace to the land.
Justice Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, Bonus Proficiencies, Thrill of the Chase |
| 2nd | Channel Divinity: Divine Judgement |
| 6th | Hunting Pack |
| 8th | Potent Spellcasting |
| 17th | Mass Judgement |
Domain Spells
You gain domain spells at the cleric levels listed in the Justice Domain Spells table. See the Divine Domain class feature for how domain spells work.
Justice Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Entangle, Sleep |
| 3rd | Circle of Truth, Hold Person |
| 5th | Magic Circle, Speak with Dead |
| 7th | Locate Creature, Resilient Sphere |
| 9th | Hold Monster, Wall of Force |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the Investigation skill, and can use your Wisdom score in place of your Intelligence score when making Investigation checks.
Thrill of the Chase
Also beginning at 1st level, you can use divine power to expedite the hunt for your quarry. As a bonus action, you can infuse yourself with increased alacrity. For the next minute, your speed doubles.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Divine Judgement
Starting at 2nd level, you can use the authority of your god to declare judgement of a crime.
As an action, you present your holy symbol, declare a creature you can see within 30 feet to be judged. The creature is judged by your god whether they are guilty of a crime you accuse them of. If they are guilty, the target must make a Charisma saving throw. On a failed save, the creature takes a number of 2d8s of psychic damage equal to your cleric level and is stunned until the start of your next turn. On a success, they take half as much damage and are not stunned.
If this damage would cause the creature to drop to 0 hit points, instead of killing it, the creature is knocked out.
Hunting Pack
Starting at 6th level, your Thrill of the Hunt feature expands to empower 5 additional creatures with increased movement.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mass Judgement
Starting at 17th level, when you use your Divine Judgement feature, you can target a number of creatures within range equal to your Wisdom modifier (minimum of 2). Additionally, for the next hour, all attacks against any creature deemed guilty by the feature deal additional psychic damage equal to your cleric level and knock out the creature instead of killing them, unless the attacker chooses otherwise.
Credits
Designed by d'Artagnan on DriveThru RPG, /u/dArtagnanDnD on reddit, dArtagnanDnD on Patreon, dArtagnanTT on Tumblr, and dArtagnanTT.bsky.social on Bluesky.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast, under the Fan Content Policy