For many faiths, the very concepts of justice and morality are gifts from the divine, and clerics called to adjudicate these matters are bestowed training and supernatural gifts for this service. These judges may be kind and incorruptible, dedicated to fairness and impartiality. Or they may be merciless or corrupt, keeping their hands firmly on the scales which are supposed to blindly measure justice.
Table: Judge Spells
Cleric Level | Spells |
---|---|
1 | command, detect evil and good |
3 | see invisibility, invisibility |
5 | blood-writ bargain, tongues |
7 | arcane eye, mindshield |
9 | gaes, scrying |
At 1st level, you gain proficiency with the Insight, Investigation, and Perception skills. You also gain an expertise die on one of these skills of your choice.
Also at 1st level, you are not afraid to execute the sentences of your verdicts. You gain proficiency with the greatsword or greataxe.
Beginning at 2nd level, your connection to the divine enables you to separate the worthwhile from the worthless in an investigation or court case.
As a bonus action, you may ask a single question and expend a use of your Channel Divinity. For one hour, anything that would lead you to the answer to this question is highlighted with a divine glow only you can see. Witnesses or those with relevant knowledge seem to glow faintly, text that contains clues to the question’s answer appears highlighted on the page, and you automatically notice clues that would help you answer the question you asked.
This feature merely shows you the location of evidence; securing it and interpreting it are still up to you.
Beginning at 6th level, when you use your Judicial Review, you and a number of creatures up to your proficiency bonus all gain its benefits.
The other creatures may ask different questions, but you know what answers they are seeking and must approve them. A creature asking an unapproved question may try again (subject only to your patience), or you may simply deny it access to the benefits of this ability. The ability takes effect for all selected creatures once these conflicts have been resolved.
In addition, you and the affected creatures all gain a bonus to AC and saving throws equal to half your proficiency bonus for the duration of the effect.
Beginning at 8th level, you gain the ability to infuse your attacks with the power of judgment. Once per turn, when you hit a creature with a weapon attack, your attack deals an additional 1d6 psychic damage and the creature’s movement speed is halved. When you read 14th level, this bonus damage increases to 2d6 and the creature is also rattled.
Beginning at 17th level, creatures affected by your Deputize ability also gain the benefits of Harsh Sentence for the duration of the feature.