Law Domain
Deities of Law desire the regular ordering of all things and see the implementation of rigid, repeatable processes as the solution to problems, independent of whether those processes are viewed as beneficial by those subjected to them. Law stands opposed to disorder and chaos,and favors the will of the group or even a single-minded, strong leader over the freedoms of individuals.
Law Domain Spells
Cleric Level | Spells |
---|---|
1 | Command, Compelled Duel |
3 | Hold Person, Calm Emotions |
5 | Magic Circle, Speak With Dead |
7 | Banishment, Compulsion |
9 | Geas, Dispel Evil and Good |
Forceful Rebuke
When you first choose this domain, you can rebuke attackers with a jolt of pure order. When a creature within 5ft of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 force damage on a failed saving throw and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Field of Order
Starting at 2nd level, you can use your Channel Divinity to impose a field of absolute order. Until your next action, all creatures that you can see within 30ft that make a d20 roll for an attack, skill check or saving throw are treated as if they had rolled an 11 regardless of their actual roll. You may direct this power to you and your allies or direct it at your enemies, but not both with the same use of the power. Unwilling creatures may resist this effect with a Wisdom saving throw.
Feature: 6th
Feature: 8th
Feature: 17th
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