Base Class: Cleric
Balance Domain clerics are divine spellcasters who seek to maintain balance and harmony in all things. They are often devoted to deities who embody this ideal, such as Tyr, Helm, or Kelemvor.
Balance Domain clerics possess a unique set of abilities that allow them to maintain balance in various aspects of the world. They have access to spells that can heal and restore life, as well as spells that can harm and destroy. This reflects their belief that both creation and destruction are necessary for the natural order to be maintained.
Bonus Proficiencies
You gain proficiency with Persuasion and Heavy armor
Scaling Luck
You can force a creature within 60ft of you to have dis advantage on their next attack roll as a reaction, in return you have disadvantage on your next attack roll/saving throw.
Domain spells
1st-level Balance Domain feature
You gain domain spells at the cleric levels listed in the Balance Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Balance Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | inflict wounds, cure wounds, aid |
| 3rd | warding bond, zone of truth |
| 5th | dispel magic |
| 7th | banishment, locate creature |
| 9th | commune, dispel evil and good |
Channel divinity: Equilibrium
At the start of 1st level targeting a creature you can choose to average your health and their health together. If the creature is unwilling they must make a DC 12+Your wisdom modifier saving throw to resist its effects.
Unopinionated Reasoning
Starting at 6th level you gain advantage and expertise on persuasion checks due to your unbiased nature.
Balanced Blessing
At 8th level your god has given you a gift at which came with a price.
Blessed Strength
You gain +5 to melee weapon attacks
Enhanced Aid
Gives you the Healer feat.
Nimble feet
You gain advantage on Dexterity saving throws.
Wing Growth
You grow wings (Appearance dependent on Player and DM preference) giving you flight up to your movement speed.
Balanced Curse
At 8th level you have been gifted a curse of which you must choose.
Empty Husk
Your health is reduced by 10.
Fumbling Feet
You have disadvantage on dexterity saving throws
Inflicted Sluggishness
You become slower.
Vile Appearance
You gain a -2 to charisma.
Weak Body
You have gained a weakness to Non-magical damage.
Judgement
At 17th level, you gain the ability to make a special melee attack once every dawn that strikes the enemy in a radiant glow, it manifest as a simple melee weapon of your choice. it deals 10d8 radiant damage and deals half damage when it misses. The weapon disappears after use
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