Divine Domain: Karma (V.2)
The Karma domain focuses on balance and justice, making sure that the scales of a person's deeds are equal and fixing it if it is not. These clerics take up arms to help punish the wrongs and reward the rights of the world, making sure all who walk the land earns what they deserve and pay their dues. Clerics who follow this domain mostly find themselves worshiping the idea of karma and the universe fixing the balance. However, this domain can be granted to those who follow deities of justice, balance, or vengeance including Tyr, Trithereon, Paladine, Lugh, Nemesis, Anubis, Forseti, and Vishnu.
Domain Spells
You gain domain spells at the cleric levels listed in the Karma Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Karma Domain Spells
Cleric Level | Spells |
---|---|
1st | absorb elements, hellish rebuke |
3rd | detect thoughts, zone of truth |
5th | glyph of warding, remove curse |
7th | arcane eye, banishment |
9th | dominate person, scrying |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
Gaze of Truth
Starting at 1st level, you can tell the nature of a creature's soul. You learn the detect evil and good spell, which doesn’t count against the number of cleric spells you can have prepared. You can cast it an amount times equal to your Wisdom modifier without expending a spell slot per long rest.
Additionally, during the duration of this spell you can make a contested Wisdom (Insight) ability check against a creature's Charisma (Deception) to peer into a creature and determine it's alignment.
Channel Divinity: Eye for an Eye
Starting at 2nd level, you can use your Channel Divinity to endow a creature with what they deserve.
When a creature you can see within 30 feet of you inflicts the blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned condition on an ally, you can use your reaction to end one of the listed conditions on the affected and force the creature inflicting the condition to make a Wisdom saving throw. On a failure, that creature suffers from the same condition until the end of it's next turn.
Marked Justice
At 6th level, you can make sure to subvert undeserved pain or deliver payment as soon as possible. As a bonus action, you can mark a creature by having a symbol of your choice hover above their head. When a marked creature is targeted by an attack roll or spell saving throw, you can reroll the attack roll or saving throw made against the creature (no action required) and choose which roll to use. This ability ends when you reroll an attack roll or saving throw or after 1 minute has passed. You can use this ability an amount of times per long rest equal to your Wisdom modifier and can only have one creature marked at a time.
Divine Strike
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 radiant or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Always Comes Around
At 17th level, you can make sure that a creature is punished for their actions right as they commit the act. When a creature within 60 feet of you is hit by a harmful ability (such as a multiattack, spell, breath weapon etc.), you can use your reaction to force the attacker to make a Charisma saving throw. On a failure, the attacking creature is also affected by that ability, and unaffected on a success. Once you use this feature, you can’t use it again until you finish a long rest.
Created by Hicks
Edited and helped by the wonderful people of the Discord of Many Things server.
Art by Manuel Castañón and Graey Erb