Cleric
Base Class: Cleric

With every birth, there must also be a death. Every good deed requires a bad. The balance of life is what keeps all things in check, and those who follow the domain of Balance are moderators of this balance.

Balance Domain Spells

Cleric Level Spells

1st

Bane, Bless

3rd

Aid, Blindness/Deafness

5th

Bestow Curse, Remove Curse

7th

Banishment, Dimension Door

9th

Dispel Evil and Good, Hallow

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and the glaive.

Channel Divinity: Equal Footing

Starting at 2nd level, if a creature's ability or spell caused you to make a saving throw against it, you may use your reaction and Channel Divinity to force the creature to make the same saving throw. It will suffer the same resulting effects of the spell should it succeed or fail.

Aura of Balance

At 1st level, you receive the power to balance out yours and other's rolls.

As a reaction, if you or a creature you can see within 30-feet of you would make a saving throw or attack, you can cause that creature to automatically succeed or fail. If you do, your next saving throw or attack automatically fails.

You may do this a number of times equal to 1 + your Wisdom modifier. All expended uses of this ability come back after a long rest.

Karma Points

At 1st level, you gain a pool of Karma Points equal to your Cleric level x 5. You are able to use these points to either heal your allies or damage your enemies. Karma Points don't reset with a short or long rest. The only way to get more is by re-filling them. When you gain a new Cleric level, your maximum Karma Points will increase, but the amount you have will stay the same.

Give

You reach out your hand and heal an ally with the Karma points that you have accumulated.

As an action, you may touch a willing creature within 5 ft. of you and heal them by an amount of hit points up to the number of Karma Points you currently have. Remove that many Karma Points from your pool.

Take

You can reach out and take the life of your opponent and add those points to your Karma Points.

As an action, make a melee attack against a creature. On a hit, you deal 1d4 necrotic damage. This damage is taken and added to your Karma Points. If this would cause your Karma Points to exceed their max, the excess will disappear into the aether. You cannot go above your maximum Karma Points. The damage increases to a 1d8 at 5th level, 2d8 at 10th level, and 2d10 at 15th level.

Counterbalance

Starting at 6th level, whenever a creature you can see within 10-feet of you would take damage or recover health, you can use your reaction to halve that amount(rounded up) and add the remainder to your pool of Karma Points. You can use this a number of times equal to 1 + your Wisdom modifier. All expended uses of this ability are regained after a long rest.

Tip the Scale

At 8th level, you have gained the ability to convert your Karma Points into spell slots and actions for your allies to use.

As an action, you can touch a willing creature and expend 20 Karma Points to give them a spell slot of 4th level or lower. You may also expend 20 Karma Points to give a willing creature an extra action on their next turn.

Equality

At 17th level, you have truly mastered the art of balance.

Once per long rest, when you cast a spell that deals damage, you can use your reaction to restore a number of hit points equal to the damage to a target within the spell's range. Alternatively, you may use this ability when you cast a spell that restores hit points to a creature, dealing damage to a creature within the spell's range equal to the hit points restored. 

Previous Versions

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8/18/2022 6:35:46 PM
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