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Justice

The Justice domain deals with powers of weal and woe, curses, mind reading, and discerning the truth.

Justice Domain Spells
Cleric Level Spells
1st bane, bless
3rd detect thoughts, zone of truth
5th bestow curse, remove curse
7th divination, locate creature
9th commune, geas

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons.

Acolyte of Justice

Also at 1st level, you learn the true strike cantrip. It is a cleric cantrip for you and does not count against your number of cantrips known.

Blessing of the Truthsayer

Starting at 1st level, you can use your action to touch a willing or helpless creature and compel it to speak only truth. For 1 minute, the affected creature can’t speak a deliberate lie. The creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Channel Divinity: Lawgiver’s Brand

Starting at 2nd level, you can use your Channel Divinity to brand a creature with your god’s symbol for lawbreakers and transgressors. As an action, you present your holy symbol and invoke the name of your deity. One creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the target is cursed and bears a visible, faintly glowing rune or sigil for 1 hour.

While cursed, the target suffers disadvantage on all ability checks. Each time it hits another creature with a weapon attack, it must make a Charisma saving throw against your spell save DC. On a failed save, the cursed creature takes psychic damage equal to half the damage it dealt with its attack.

You may remove your brand as a bonus action as long as you can see the target.

Channel Divinity: Detect Thoughts

At 6th level, you can use your Channel Divinity to cast detect thoughts without using a spell slot. When cast in this way, detect thoughts counts as a cleric spell for you, and you require only your holy symbol as a material component.

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 deal an extra 1d8 damage of the same type dealt by the weapon. When you reach 14th level, the extra damage increases to 2d8.

Percipient Master

At 17th level, you have advantage on saving throws against illusions and against being charmed or frightened. You gain darkvision to a range of 60 feet if you do not already have it.

As a bonus action, you can enhance your vision with divine acuity. For 10 minutes, you gain truesight to a range of 60 feet. You can’t use this feature again until you finish a long rest.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb