Base Class: Cleric
When the scales are tipped too far in either direction an agent of balance is chosen to correct it. Agents of balance focus on life and death, help and harm, good and evil to keep gods and mortals alike in check.
Balance Spells List
At each indicated level, you add the listed spells to your spells prepared.
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1st |
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3rd |
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5th |
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7th |
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9th |
Tip the Scales
At 1st level, when you miss with an attack or when you're hit by an attack, you can invoke the cosmic forces of the multiverse to tip the balance in your favor. Roll a d4 and either add the number to or subtract it from the attack roll, respectively, possibly changing the outcome. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
The die for this feature increases when you reach certain levels in this class, increasing to a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
Arbiter of the Living
Also starting at 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Channel Divinity: Spirit Scales
Starting at 2nd level, you can conjure a large spiritual scale on the ground before you, bestowing otherworldly judgement or succor to targets within the targeted area.
As an action, you call into being a sacred space within 40ft around you as you rise 5ft off the ground, you're unaffected by this feature and your presence doesn’t add to or sway the effect. Half the area is covered in dim violet light while the other half is bathed in a golden glow. Targets within the affected areas can try to “balance” the scale within one round. Targets attempting to leave the area must make a wisdom save against your spell save DC. On failure, they are unable to leave. At the start of your next turn, the side with the most targets takes radiant or necrotic damage equal to 2d10 + your cleric level. Also, the side with the least amount must make a constitution save. On failure, the targets take half damage and none on success.
The side with bright light deals radiant damage while the side with dim light deals necrotic.
If the targets achieve balance, all within the sacred space heal by 2d10 + twice your cleric level.
Cosmic Balance
When you reach 6th level, you can also use your Tip the Scales feature as a reaction when a creature that you can see within 30 feet of you misses with an attack or is hit by an attack.
Divine Strike
At 8th level, the cleric gains the ability to infuse their weapon strikes with necrotic or radiant energies. Once on each of the cleric’s turns when they hit a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic or radiant damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Soul Warden
At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 40ft of you, you or one creature of your choice that is within 40ft of you regains hit points equal to the enemies number of hit dice.
You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
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