justiciar
Justiciars are the living standard of their faith’s justice. Trained, disciplined, and unshakable, they serve as the martial arm of their church’s doctrine, wielding divine power to enforce the edicts of their deity. While other clerics might heal, counsel or preach, you cut out the rot inside society with a divine grasp.
Their holy symbol is often worn like a badge of office. The magic they cast is used to instill order and fear, while outside of combat they serve as officers, temple sentinels, or tribunal-magister: wherever their faith’s justice must be done swiftly and visibly.
Focus Spells
You have a list of spells that you always have prepared and doesn't count against your total number of prepared spells, these spells are the following:
| Cleric Level | Spells |
|---|---|
| 1st | Command, Heroism |
| 3rd | Hold Person, Zone of Truth |
| 5th | Mass Healing Word, Slow |
| 7th | Compulsion, Locate Creature |
| 9th | Commune, Dominate Person |
Bonus Proficiency
As a Justiciar, you gain proficiency with medium armor.
Additionally, you also become a novice in the Intimidation, or Persuasion skill (your choice).
Voice of Authority
You can invoke the power of your deity to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
Faithful Demand
You can, as an action, present your holy symbol and use your Channel Divinity to exert an intimidating presence over others.
Agent of Divinity
You become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Sentence of Faith
Once per round, when you deal damage to a creature with an attack, you may mark it for judgment. Until the end of your next turn, the next ally who hits that creature with an attack deals an additional 1d8 holy damage, after this, the effect ends.
Inevitable Judgment
As inevitable as your judgment is, so is the punishment. When a creature that is affected by your Sentence of Faith deals damage to a creature other than you for the first time on their turn, they are dealt 2d8 holy damage and the effect of your ends.