Cleric
Base Class: Cleric

Gods of this domain focus on the natural balance and order of the universe. Most of these gods are neutral aligned. These clerics seek to right balance in the material plane and beyond. 

Bonus Proficiencies

At first level you gain, proficiencies with heavy armor and the insight skill. 

Master of Balance

As an action, on your turn you can shift the alignment of a creature within 30 feet of you. This shift lasts for one round. You can make a character's alignment become true neutral. This affect ends if you lose concentration on it as if you were concentrating on a spell. You can only do this once per long rest.

Channel Divinity: Warn off the unbalanced

As an action, you can protect you an your allies from those who are unbalanced. You can target a number of creatures equal to your Wisdom modifier (minimum of 1), those creature have disadvantage on attacking you and your allies for 1 round. They are immune to this if there alignment is unaligned or true neutral. 

Improved Master of Balance

When you use your Master of Balance feature, you can shift a creature's alignment to any alignment. The creature must make a wisdom save if the new alignment is not True Neutral. This now lasts 2 turns and can be used 2 times per long rest. Also you can spend 1 minute to discern the alignment of any creature you can see. You can only do this once per day.

Potent Spell Casting

Starting at 8th level, you can add your wisdom modifier to the damage of any cleric cantrip. 

Bringer of Divine Justice

When you roll the maximum amount of damage dice for one of your cleric spells, you gain an extra damage dice. This only applies to creatures who are not true neutral or unaligned.   

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