Cleric
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

Comments

Posts Quoted:
Reply
Clear All Quotes