Divine Domain: Law Domain
Gods of law are common in most civilized societies — there is no better encouragement for upstanding behavior than the threat of everlasting divine retribution. Justice gods can include such entities as Aureon, Bolderi, Dol Arrah, or Blood of Vol, and all imbue their followers with the power to stop evildoers and enforce the laws of the land. Clerics of the Law Domain are typically of a lawful alignment, as they believe in the rigidity of fair justice first and foremost. Such clerics might study the intricacies of legal procedure, while others prowl the streets and enforce the law on a more… personal basis.
Law Domain Spells
|1st||command, hunter’s mark
|3rd||hold person, knock
|5th||speak with dead, slow
|7th||freedom of movement, locate creature
|9th||hold monster, planar binding
At 1st level, you gain proficiency with martial weapons and heavy armor.
Keeping the Peace
From 1st level, you train in disabling and controlling enemies, to better protect the innocent public. You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers from the following list: Disarming Attack, Distracting Strike, Goading Attack, Maneuvering Attack, Pushing Attack, Rally, Sweeping Attack, Trip Attack. You learn an additional maneuver at 10th level.
Superiority Dice. You have two superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is equal to your spell save DC.
Channel Divinity: Lawful Arrest
Starting at 2nd level, you can use your Channel Divinity to restrain a creature for later judgement.
As an action, you present your holy symbol and invoke the name of your god. One creature of your choice within fifteen feet must make a Dexterity saving throw, or be restrained for 1 minute. If the creature is prone, they have disadvantage on this save. The creature may attempt a Strength saving throw against your spell save DC at the end of each of its turns, ending the effect early on a success.
Channel Divinity: Dreadful Judge
Starting at 6th level, your god empowers you to serve as judge, jury, and executioner to those who would defile the sanctity of the law.
When you make an attack roll, you may choose to expend your Channel Divinity if you advantage on the attack roll. When you do so, you deal the maximum damage possible for your weapon on a hit. If you choose to use your Divine Strike feature with this attack, you also maximize the damage of that feature. Damage dealt by spells or by magic effects are not maximized by this effect.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you become immune to charm and fear effects while you are conscious. Additionally, whenever a creature within 10 feet of you attempts to target you with a frighten or charm effect, you may use your reaction to use your Lawful Arrest against them, without expending a use of your Channel Divinity. You may only do this once per long rest.
View the Domains of the Deities of Eberron to find out which faiths will allow you this domain.