Cleric
Base Class: Cleric

The Balance Domain embodies the delicate harmony of existence—between order and chaos, creation and destruction, time and space. Clerics who follow this path serve as arbiters of equilibrium, using their divine gifts to hasten allies, delay harm, and bend the battlefield to their will. Whether restoring harmony where it has fractured, or tipping the scales when the balance is abused, these clerics stand as guardians of cosmic poise.

Balance Domain Spells

  • 1st Level: Feather Fall, Longstrider

  • 3rd Level: Misty Step, Mirror Image

  • 5th Level: Counterspell, Haste

  • 7th Level: Dimension Door, Greater Invisibility

  • 9th Level: Wall of Force, Hold Monster

Equilibrium Awareness

You add your Wisdom modifier to your initiative rolls.

Whenever you cast a healing spell that normally requires you to touch a creature, you can instead target a creature that you can see within 60ft of you.

Channel Divinity: Temporal Spatial Flux

Starting at 2nd level, you can use your Channel Divinity to bend both time and space, creating ripples of imbalance. When you use this option, roll a d4 and apply one of the following effects:

1 — Accelerate:  You or an ally within 30ft surges with temporal speed, gaining an additional action on their next turn. This action can be used to take the Attack (one weapon attack only), Dash, Disengage, HideUse an Object, or cast a spell with a casting time of 1 action. 

2 — Distortion Field:  You create a 10-foot-radius ripple of warped space centered on a point you can see within 30ft. Until the start of your next turn, the area is treated as difficult terrain, and ranged attacks that pass through the field are made at disadvantage as trajectories bend unpredictably.

3 — Stasis: You wrap a creature you can see within 30ft in a temporal sheath until the start of your next turn. While in stasis, the creature can’t be targeted by attacks or spells and can’t take actions or reactions.

4 — Spatial Warp You can use your reaction this round to teleport yourself or a willing creature you can see within 30ft to another unoccupied space within 30ft, right before that creature would be hit by an attack. This movement may cause the attack to miss.

Balanced Step

Starting at 6th level, you can use your control over time and space to deflect harm away from allies. When you or a creature you can see within 30ft of you is hit by an attack, you can use your reaction to impose disadvantage on that attack roll, potentially causing it to miss.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Echo Strike

Starting at 8th level, your strikes reverberate through time and space, creating aftershocks of harm. Once per turn, when you deal damage to a creature with a cleric spell or a weapon attack, you can cause the strike to echo. When you do so, roll one additional damage die of the same type used in the attack or spell, and add it to the damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

At 14th level, you can roll two additional dice when you use this feature.
At 17th level, you can roll three additional dice when you use this feature.

Event Horizon

Starting at 17th level, you can use your action to create a miniature black hole at a point you can see within 60 feet. For up to 1 minute (or until you lose concentration, as if concentrating on a spell), the black hole radiates a gravitational field in a 30-ft radius.

  • At the start of each of your turns, the radius expands by 5-ft.

  • Any creature (enemy or ally) that starts its turn in the area or enters it for the first time on its turn must succeed on a Strength saving throw against your cleric spell save DC or be pulled 10-ft closer to the center.

  • Any ranged attack that passes through the area is made at disadvantage.

  • A creature that reaches the exact center of the black hole must succeed on a Charisma saving throw against your spell save DC or be banished as if by the Banishment spell.

At any time while the black hole is active, you can use a bonus action to end the effect, causing the black hole to implode. When it implodes, all creatures within the current radius take 10d10 force damage, or half as much on a successful Constitution saving throw against your spell save DC.

Once you use this feature, you cannot use it again until you finish a long rest.

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