Hetaradas is the god of duels, contracts, omniscience, defenders, oaths, humanitarian impulses, and honor. Among his most revered servants are the Justiciars—battle-clerics who serve not only as spiritual leaders but as legal authorities in
Cetandari society. They are the arbiters of duels, the keepers of sacred oaths, and the scourge of liars and betrayers. In every formalized duel under the eye of the law, a Justiciar may preside to ensure fairness and honor are maintained. They wield the sword in both combat and judgment, walking the line between warrior and magistrate.
All Justiciars are sworn to lives of integrity, truthfulness, and discipline. They are highly respected in Cetandari cities, often consulted for matters of law, challenged to duels for honor, or sent to investigate contracts broken through deceit. Their strict moral code demands not only personal honor but the upholding of societal order—tithing, lawful allies, and truth in word and deed are not mere expectations but binding commandments.
Restriction: Race
Only Cetandari
Humans can become Justiciars.
Domain Spells
1st-Level Cleric (Justiciar Domain) Feature
You gain the following spells at the listed cleric levels. These are always prepared and do not count against your spells prepared.
Blades of the Oathbound
1st-Level Cleric (Justiciar) Feature
You gain proficiency with the shortsword, longsword, and greatsword, as well as Heavy Armor.
In addition, you can cast
Detect Evil once without expending a spell slot. At 5th level, you can cast it twice in this way. At 11th level, you may cast it at will. You regain all expended uses when you finish a long rest.
Channel Divinity: Sword of Justice
2nd-Level Cleric (Justiciar) Feature
You can use your Channel Divinity to empower your weapon in the name of Hetaradas.
As a bonus action, you imbue one shortsword, longsword, or greatsword you are holding with divine judgment for 1 minute or until you are incapacitated or no longer wielding the weapon. While active, the weapon deals extra radiant damage equal to your Cleric Power Reservoir when you hit a chaotic or evil creature, or twice your Charisma modifier against a chaotic evil creature.
Judgement Through Steel
3rd-Level Cleric (Justiciar) Feature
When you make an attack with a shortsword, longsword, or greatsword, you may expend a Divine spell slot. If you do, you gain a bonus to the attack roll equal to the slot's level, and if it hits, you deal additional radiant damage equal to twice the slot's level.
Eyes of the Law
5th-Level Cleric (Justiciar) Feature
You are able to keep extreme control over yourself, seeing through all falsehoods. When you are the target of an Illusion or Enchantment spell, you can choose to grant yourself advantage on the saving throw of that spell. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Aura of Truth and Honor
6th-Level Cleric (Justiciar) Feature
You radiate a divine presence that compels honesty and honor in combat while you remain conscious. You and creatures within 15 feet of you have advantage on Intelligence (Investigation) checks made against Illusions. Additionally, each affected creature can repeat a saving throw at the beginning of their turn against ongoing affects that would normally allow such a save at the end of their turn.
Duelist's Discipline
7th-Level Cleric (Justiciar) Feature
You are a champion of honorable single combat, and gain the following benefits while there is no more than 1 other creature within 5 feet of you. You lose these benefits for 1 round if the creature within 5 feet of you takes damage from a source other than you.
- You have advantage on saving throws against being Frightened or Charmed.
- Once per turn, when you hit a creature with a melee weapon attack, you may deal additional radiant damage equal to your Wisdom modifier against that creature.
Divine Strike
8th-Level Cleric (Justiciar) Feature
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 melee weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Oathbearer's Command
9th-Level Cleric (Justiciar) Feature
You can cast
Geas once without expending a spell slot. When cast in this way, it has the following modifications:
- The spell's casting time is reduced to 1 Round.
- The spell's duration is reduced to 1 Minute.
- The target makes its saving throw with disadvantage if they are chaotic evil.
- While under the effect, the target is Restrained until the end of their next turn if they take damage from the spell.
Once you cast this spell in this way, you cannot do so again until you finish a long rest.
Justiciar's Flare
13th-Level Cleric (Justiciar) Feature
When you hit a creature with a melee weapon attack, you can activate a divine flare of judgement. For 1 minute, during which time you shed bright light in a 30-foot radius and dim light for another 30 feet. Creatures of chaotic or evil alignment who start their turn within the light or enter it for the first time on each of their turns must make a Charisma saving throw, being affected by the
Bane spell until the beginning of their next turn on a failure.
Perfect Integrity
15th-Level Cleric (Justiciar) Feature
You are immune to the
Charmed condition and cannot be forced to lie by any magical means. Additionally, you are always under the effects of the
Protection from Chaos and
Protection from Evil spells.
Judgment's Reckoning
17th-Level Cleric (Justiciar) Feature
Once per long rest, when you hit a creature with a melee weapon attack, you may flare the divine power of Hetaradas. For the next minute:
- You and any allies affected by your Aura of Truth deal an additional 1d4 slashing damage against chaotic or evil creatures when they hit with a melee weapon.
- Your weapon attacks against chaotic or evil creatures score a critical hit on a roll of 17, 18, 19, or 20.
- Whenever a creature in your aura tells a deliberate lie, they take 5 radiant damage.
Justiciar Restrictions
The path of a Justiciar is not an easy one, and all Justiciars must abide by the following restrictions:
- A Justiciar must be Lawful Good in alignment. Straying from this alignment causes them to lose their powers until they regain it and seek Atonment from a senior priest or paladin of Hetaradas.
- A Justiciar is allowed only to use bladed weapons—those that deal slashing damage—and rarely uses non-swords.
- A Justiciar that knowingly commits a chaotic act must seek out a senior priest or paladin of Hetaradas and receive Atonment, losing all Justiciar features until this is accomplished.
- A Justiciar that knowingly commits an evil act permanently loses all powers as a Justiciar and can never again return to the path.
- If a Justiciar commits an evil act under mundane or magical duress or force, they must undertake a holy quest before receiving Atonement from a senior priest or paladin of Hetaradas. Until this quest is completed, the Justiciar does not gain the benefits of his or her Justiciar features.
- The Justiciar cannot knowingly tell a lie, and they must strive to prevent deceit and treachery within their community.
- A justiciar must tithe to the church of Hetaradas. A tithe is 10% of the justiciar's income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.
- They vow to uphold the laws of Hetaradas, and breaking this vow results in the loss of all special abilities until atonement is performed.
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