Cleric
Base Class: Cleric

Balance in it’s simplest form. Upholding the balance between life and death and eradicating anything that resides in the grey space in between. An abhorrence for undead suggests gods of death, life and balance are all viable deities for a Balance Cleric. The clerics of such gods regularly seek out signs of undeath and necromancy, aiming to restore the balance in its entirety in the name of their god. 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Undead Bane

Starting when you choose this domain at 1st level, once per long rest you can re-roll a failed attack roll on an undead creature. 

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. 

As a bonus action, when you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. 

Channel Divinity: Scourge of the Grey

Beginning at 6th level, when A creature within 60ft of you makes an attack roll against an undead entity, you can use your reaction to grant that creature a +10 to the roll. You make the choice after you see the roll, but before the DM decides whether the attack hits or misses. 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Champion of Balance

Starting at 17th level, you are a worthy Champion of Balance. Your quest has led you to abilities beyond you - and your enemies’ - expectations. You wield otherworldly power especially when in the presence of undead. The Champion of Balance upholds the delicate balance at whatever cost, and does all in the name of their chosen deity. 

- At the start of each of your turns, you regain 10HP
- Whenever you cast a cleric spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemies within 10ft of you have disadvantage on saving throws against your cleric spells and Channel Divinity options.

Once you use this feature, you can’t use it again until you finish a long rest.

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