Cleric
Base Class: Cleric

The Cosmic Balance is not worshiped — it is felt. It is the pulse beneath creation, the invisible rhythm that connects every soul, every thought, every motion. To those who sense it, it is neither good nor evil, but energy — the essence of will itself. Clerics of the Cosmic Balance are mystics who have learned to hear that rhythm and shape it with their minds and hearts.

Some find peace in its stillness, channeling radiant grace and clarity to heal, defend, and guide others. Others embrace the storm within it — bending its fury into destructive power, domination, or righteous wrath. Most walk somewhere between, striving for harmony while knowing that both serenity and passion have their place in the great pattern.

In battle, these clerics move like the wind — pushing and pulling foes with invisible force, bending blades away with unseen hands, and striking from afar with bursts of divine will. Their faith is not in gods, but in balance itself: that light and dark, peace and power, are two halves of the same eternal truth.

To serve the Cosmic Balance is to trust in motion — the flow of destiny, the dance of energy, the spark of life that connects all things. And whether you walk in light, shadow, or both, the Balance will answer your call.

Level 3: Cosmic Balance Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Cosmic Balance Domain Spells table, you thereafter always have the listed spells prepared.

Cosmic Balance Domain Spells
Cleric Level Prepared Spells
3 Shield, Command, Levitate, Hold Person
5 Fly, Counterspell
7 Freedom of Movement, Greater Invisibility
9 Telekinesis, Wall of Force

Level 3: Channel of the Cosmic Flow

You learn to channel the fundamental energy that moves through life.
When you use your Channel Divinity, choose Light or Dark to determine its effect.

  • Light: Tranquil Push.
    As an action, you release a wave of radiant willpower. Each creature of your choice within 30 feet must make a Strength saving throw. On a failed save, they are pushed 10 feet away and take radiant damage equal to 2d10 + your Wisdom modifier. On a success, they take half damage and aren’t pushed.

  • Dark: Grasping Pull.
    As an action, you drag foes toward your will. Each creature of your choice within 30 feet must make a Strength saving throw. On a failed save, they are pulled 10 feet toward you and take necrotic damage equal to 2d10 + your Wisdom modifier. On a success, they take half damage and aren’t moved.

Both effects use your Channel Divinity, and the energy manifests as a visible distortion — shimmering light or shadowed pressure.

Dark: Grasping Pull.

As an action, you drag foes toward your will. Each creature of your choice within 30 feet must make a Strength saving throw. On a failed save, they are pulled 10 feet toward you and take necrotic damage equal to 2d10 + your Wisdom modifier. On a success, they take half damage and aren’t moved.

Light: Tranquil Push

As an action, you release a wave of radiant willpower. Each creature of your choice within 30 feet must make a Strength saving throw. On a failed save, they are pushed 10 feet away and take radiant damage equal to 2d10 + your Wisdom modifier. On a success, they take half damage and aren’t pushed.

Level 3: Attunement of the Flow

Your divine training grants you instinctive command of the unseen current.
At the end of each long rest, choose one of the following attunements:

  • Light: Flow of Clarity.
    You gain a bonus to your Wisdom (Insight) and Dexterity saving throws equal to your Wisdom modifier (minimum +1). Additionally, as a bonus action, you can grant an ally within 30 feet advantage on their next attack roll or saving throw before the end of your next turn.

  • Dark: Flow of Fury.
    You gain a bonus to your weapon attack and your Charisma (Intimidation) equal to your Wisdom Modifier (minimum +1). Additionally, as a bonus action, you can impose disadvantage on one creature’s next attack roll you can see within 30 feet before the end of your next turn.

The Light sharpens the mind and guides the hand; the Dark feeds the will and bends fate.

Dark: Flow of Fury.

You gain a bonus to your weapon attack and your Charisma (Intimidation) equal to your Wisdom Modifier (minimum +1). Additionally, as a bonus action, you can impose disadvantage on one creature’s next attack roll you can see within 30 feet before the end of your next turn.

Light: Flow of Clarity

You gain a bonus to your Wisdom (Insight) and Dexterity saving throws equal to your Wisdom modifier (minimum +1). Additionally, as a bonus action, you can grant an ally within 30 feet advantage on their next attack roll or saving throw before the end of your next turn.

Level 6: Path of Balance

Your connection to the cosmic flow deepens. When you gain this feature, choose one of the following aspects — Light or Dark — or choose anew each time you finish a long rest.

  • Light: Guardian’s Grace.
    When you or an ally within 30 feet is hit by an attack, you can use your reaction to impose disadvantage on the attack roll. You can do this a number of times equal to your Wisdom modifier per long rest.

  • Dark: Power of Passion.
    When you deal damage with a spell or weapon attack, you can deal extra necrotic damage equal to your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Dark: Power of Passion

When you deal damage with a spell or weapon attack, you can deal extra necrotic damage equal to your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Light: Guardian’s Grace

When you or an ally within 30 feet is hit by an attack, you can use your reaction to impose disadvantage on the attack roll. You can do this a number of times equal to your Wisdom modifier per long rest.

Manifest Will

You learn to weaponize the raw energy of the cosmic flow itself, projecting it as a ranged attack of pure intent.

As a bonus action, you can make one of the following Manifest Will attacks, which count as divine weapon attacks for you:

  • Light: Radiant Burst.
    You hurl condensed light at a creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 2d8 radiant damage, and an ally within 10 feet of the target gains temporary hit points equal to your Wisdom modifier.

  • Dark: Force Crush.
    You lash out with invisible pressure at a creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 2d8 force or necrotic damage (your choice) and must succeed on a Strength saving throw or be knocked prone.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses when you finish a long rest.

At 14th level, the damage increases to 3d8, and both Light and Dark manifestations gain a faint telekinetic shockwave, rattling nearby objects.

Dark: Force Crush

You lash out with invisible pressure at a creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 2d8 force or necrotic damage (your choice) and must succeed on a Strength saving throw or be knocked prone.

Light: Radiant Burst

You hurl condensed light at a creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 2d8 radiant damage, and an ally within 10 feet of the target gains temporary hit points equal to your Wisdom modifier.

Level 17: Master of the Flow

You become one with the balance of will and chaos.
When you reach 17th level, choose Light or Dark when you finish a long rest.

  • Light: Harmony Unbound.
    As an action, you create a 30-foot aura of serenity for 1 minute. You and allies in the aura gain resistance to all damage and advantage on saving throws against spells. Once you use this feature, you can’t use it again until you finish a long rest.

  • Dark: Wrath Unleashed.
    As an action, you erupt with destructive force in a 30-foot radius. Each enemy of your choice must make a Constitution saving throw, taking 8d10 force damage on a failed save, or half as much on a success. Until the start of your next turn, you gain temporary hit points equal to your Cleric level.

Both forms radiate power that shakes the ground — a living embodiment of will unbound.

Dark: Wrath Unleashed

As an action, you erupt with destructive force in a 30-foot radius. Each enemy of your choice must make a Constitution saving throw, taking 8d10 force damage on a failed save, or half as much on a success. Until the start of your next turn, you gain temporary hit points equal to your Cleric level.

Light: Harmony Unbound

As an action, you create a 30-foot aura of serenity for 1 minute. You and allies in the aura gain resistance to all damage and advantage on saving throws against spells. Once you use this feature, you can’t use it again until you finish a long rest.

Cosmic Balance Domain Image

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