Base Class: Cleric
You know that the multiverse is composed of conflicting but complimentary forces like heat and cold, life and death. By meditating upon these primal properties of reality, you achieve enlightenment.
Domain Spells
| Duality Domain Spells | |
|---|---|
| Cleric Level | Spells |
| 1st | Burning Hands, Ice Knife |
| 3rd | Shatter, Silence |
| 5th | Haste, Slow |
| 7th | Evard's Black Tentacles, Freedom of Movement |
| 9th | Control Winds, Wall of Stone |
Body and Mind
At 1st level, you gain proficiency in your choice of Acrobatics or Athletics. You also gain proficiency in your choice of Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Alter Equilibrium
At 1st level, you can manipulate the environment around you. As an action, you can choose a point within 30 feet of you. The area in a 10-foot radius sphere around it is changed.
The temperature there is increased or decreased by up to 30 degrees.
The light there is increased or decreased by one step. Thus, bright light and nonmagical darkness can become dim light, and dim light can become either bright light or nonmagical darkness.
The effect lasts 1 hour or until this feature is used again.
Channel Divinity: Fortune and Misfortune
At 2nd level, you can spread both good and bad luck. As an action, you can present your holy symbol. Choose two creatures you can see within 30 feet of you.
One creature has advantage on the next attack roll it makes before the end of its next turn.
The other creature has disadvantage on the next attack roll it makes before the end of its next turn.
Reverse Primal Principle
Starting at 6th level, you learn how to reverse both the nature of your spells and your enemies' attacks.
When you cast a cleric spell that deals cold damage, you can make it deal fire damage instead, and vice-versa.
When you cast a cleric spell that deals necrotic damage, you can make it deal radiant damage instead, and vice-versa.
When you cast a cleric spell that deals force damage, you can make it deal psychic damage instead, and vice-versa.
This same understanding allows you to negate your foes' strikes. As a reaction when you or a creature you can see within 30 feet of you takes damage, you can reduce that damage by 5 + half your Cleric level. The energy is dissipated into a harmless opposite form. For example, a fire spell might be turned into cooling mist, while slashing damage might be experienced as a gentle shove. You can use this feature three times. You regain any expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Death to Life, Life to Death
By 17th level, you can reverse the mighty forces of life and death. You gain the following powers.
- Reverse Death. As a reaction when you or a creature you can see within 30 feet of you would by damage be killed or reduced to 0 hit points, you can cause that creature to take no damage and suffer no secondary effects from that source of damage. Instead, the target is healed by the number of hit points it would have lost.
- Reverse Life. As a reaction when a creature you can see within 30 feet of you would regain hit points, it instead regains no hit points and takes necrotic damage equal to the number of hit points it would have regained. This damage ignores resistance and immunity to necrotic.
Once you use this feature, you must finish a long rest before you can use it again.
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