Justice Domain

Mete Out Punishment To Wrongdoers

Sif

Level 3: Justice Domain Spells

You always have certain spells prepared after you reach the Cleric level shown in the following table.

Cleric LevelSpells
3rdCommand, Shield, Hold Person, Zone of Truth
5thSlow, Counterspell
7thBanishment, Locate Creature
9thCommune, Wall of Force

Level 3: Scales of Justice

You are learned in the ways of the law and how to apprehend criminals. Once per turn when you hit a creature with an attack roll, or a creature fails their save against one of your spells, they have disadvantage on their next attack roll made before the start of your next turn.

Additionally, you gain proficiency in Insight and your choice of Intimidation or Persuasion.

Level 3: Channel Divinity: Long Arm of the Law

As an action, you issue a booming command, ordering nearby wrongdoers to halt. All creatures of your choice within 30 feet must make a Wisdom saving throw. On a failure, they are Restrained until the end of your next turn. On a successful save, their Speed is halved until the end of your next turn.

Level 6: Voice of Authority

As part of casting a spell using a spell slot that targets an ally, you can order that ally to use their reaction to make a weapon attack against a creature of your choice. If the attack misses, the Channel Divinity is not expended. If multiple allies are targeted, you choose who can make the attack.

Additionally, you have advantage on saving throws against becoming Charmed.

Level 17: Lawgiver's Reckoning

You know when a lie is uttered in your presence, and magic cannot force you to tell the truth. If a creature utters a lie within 60 feet of you, you can use your reaction to make an attack against them or cast a spell at them.

Additionally, when you use Scales of Justice, the target also takes 9 (2d8) psychic damage.