Cleric
Base Class: Cleric

For every light, there is a shadow equally dark. The divine powers are opposed in equal force by the foul things that lurk beyond the radiant grace of the sun, and it is in this balance between the forces of chaos, law, good, and evil that the mortal races can live and thrive. Such is the order of things, and thus, that balance must be protected. Ma'at, Tefnut, Shamash, Obatala, Rao, Cindor, Nemesis, and Adrestia, as well as other gods of justice, balance, equilibrium, vengeance, and peace, may hold sway over the domain of balance. Your task, as an arbiter of these ancient gods, is to maintain the balance of the cosmic order by quelling what threats are within your power. Bring ruin where it is needed, and salvation where there is none to be found.

Domain Spells

You gain domain spells at the cleric levels listed in the Balance Domain Spells table. See the Divine Domain class feature for how domain spells work.

Balance Domain Spells

Cleric Level Spells
1st cure woundsinflict wounds
3rd shattersilence
5th beacon of hopefear
7th blightdeath ward
9th cone of coldflame strike

Bonus Cantrips

When you select this domain at 1st level, you learn the acid splash and mending cantrips if you do not already know them, and they count as cleric cantrips for you.

Mystic Inversion

At 1st level, you learn to call forth spells that bring balance to the magical energies you unleash. Whenever you cast a spell that deals damage, you can choose to change one or more damage types from that spell to a different damage type, according to the following table, by switching the damage type to its opposite. For example, when you cast flame strike, you can change the fire damage to cold damage, the radiant damage to necrotic damage, or both.

Fire --- Cold

Lightning --- Acid

Psychic --- Poison

Necrotic --- Radiant

Slashing/Piercing --- Thunder

Bludgeoning --- Force

Channel Divinity: Weigh the Scales

At 2nd level, you can use your action and your Channel Divinity feature to impose equilibrium, refusing to allow the whims of causality to define you. For one minute or until you choose to end this effect as a bonus action, you can't gain advantage or suffer disadvantage on any roll, and you can reroll any damage dice that result in a 1, but only once per die.

Harmony in Unity

At 6th level, your divine calling allows you to correct what has been disrupted. The first time a spell that you have cast causes a creature to regain hit points, that creature's next attack deals an additional 1d6 force damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Balance of Power

At 17th level, your devotion to the cosmic order allows you to see the truth: there is no magic beyond the reach of the divine. All spells on the sorcerer spell list are added to the cleric spell list for you.

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