Base Class: Cleric
For every light, there is a shadow equally dark. The divine powers are opposed in equal force by the foul things that lurk beyond the radiant grace of the sun, and it is in this Balance between the forces of chaos, law, good, and evil that the mortal races can live and thrive. Such is the order of things, and thus, that balance must be protected.
Deity's of Vengeance, peace, balance, and equilibrium may hold sway over the domain of balance. Your task, as an arbiter of of these ancient deity's, is to maintain the balance of the cosmic order by quelling what threats are within your power. Bring ruin where it is needed, and salvation where there is none to be found.
Bonus
When you choose this domain at 1st level, you gain proficiency with Medium armor or learn the mending & acid splash cantrip
Bonus Cantrip
This option allows you to gain the cantrips acid splash and mending if they are not known
Bonus Proficiency
You gain proficiency in medium armor
Mystic Inverison
At 1st level, you learn to call forth spells that brings balance to th emagical energies you unleash. Whenever you cast a spell that deals damage, you can choose to change one or more damgage types from that spell to a diffrent damage type, according to the following table, by switching the damage type to its opposite. For example, when you cast flame strike, you can change the fire damage to cold damage, the radiant damage to necrotic damage, or both.
Fire <-> Cold
Lighting <-> Acid
Psychic <-> Poison
Necrotic <-> Radiant
Slashing/Piecing <-> Thunder
Bludgeoning <-> Force
Channel Divinity: Weigh of Scales
At 2nd level, you can use your action and your Channel Dinitity feature to impose equilibrium, refusing to allow the whims of causality to define you. For one minute or until you choose to end this effect as a bonus action, you can't gain advantage or suffer disadvantage on any roll, and you can reroll any damage dice that result on a 1, but only once per die.
Harmony in unity
At 6th level, your divine calling allows you to correct what has been disrupted. The first time a spell that you have cast causes a creature to regain hit points, that creature's next attack deals an additional 1d6 force damage
Potent spell casting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip
Balance of Power
At 17th level, you devotion to the cosmic order allows you to see the truth: there is no magic beyond the reach of the divine. All spells of the sorcerer spell list are added to the cleric spell list for you.
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