Cleric
Base Class: Cleric

Throughout history, many Deities have become absolute rulers of the Life or Death of mortals, but those deities are often seperate from one another, often conflicting with each other. The Mortana Twins, Indari and Idite, are different however, while others saw Life and Death as direct opposites, the Twins made them into two sides of the same coin, Equal to each other. Equality is the more predominant symbol of the Mortana Twins, clerics that serve them also spread the lessons of the equality of Life and Death, these clerics are often present in rituals of departure and re-entrance, rituals of peace, treaties between countries or worlds that entail that they are to be equal, these clerics will uphold the balance and equality of Life and Death in the name of the Mortana Twins.

Champion of Balance

When you choose this domain at 1st level, you gain proficiency with heavy armor, and after a long rest, creatures, equal to your Wisdom modifier with a minimum of one, of your choice gain a Balance Point which can be used to negate advantage or disadvantage on a roll. This point can be used to affect a roll made by the DM, however, the DM can choose to not announce whether or not the roll had advantage or disadvantage in the first place. The use of the point must also be announced prior to the making the roll.

Apostle of Equality

Starting at 1st level you become an apostle of equality and earn two favours of your choice from your deity that allows you to perform miraculous feats that uphold the equality of all things.

Apostolic Favour. You earn two apostolic favours of your choice, gained from your deity, which are detailed under “Apostolic Favours” below. Many favours enhance an attack or spell in some way. Each use of a favour must be declared before the spell effect occurs or an attack roll is made. You can use only one favour per turn.

You earn an additional apostolic favour of your choice at the 6th, 8th, 12th and 17th level. Each time you earn another apostolic favour, you can also replace one favour you have gained with a different one.

Benison. You gain a number of benison points equal to your Wisdom modifier (minimum of 1). You regain 1 expended benison point each time you heal a dying creature that you have not gained a benison point from before, or by dealing a killing blow with a spell to a creature of significant threat (DM’s discretion). You regain all expended benison points after a short or long rest.

Saving Throws. Some of your apostolic favours require creatures to make a saving throw, you will use your Spell save DC for these saves.

Favour of Ashen Harm

You call upon a favour from your diety to return a creature to ashes as you damage them. When you cast a spell that will potentially damage a creature or if you attack a creature, you can expend one or more benison points to add necrotic damage to the damage. If you damage the creature, for each benison point expended you can roll one additional damage die, the additional damage is necrotic in nature.

Favour of Balanced Sights

You call upon a favour from your diety to aid your sights as you attack a creature. When you make an attack against a creature, you can expend one benison point to gain advantage on the attack roll.

Favour of Equal Healing

You call upon the equal favour of your diety to aid in your endeavors in healing creatures and yourself. When casting a spell that heals one or more creatures, you can expend 1 benison point to half the healing given to also heal yourself for the amount halved.

Favour of Equidistance

You call upon a favour from your diety to add a strong force that will either push you or the creature away. When you cast a spell or make an attack against a creature, you can expend one benison point to attempt to push your opponent away. On a hit, the creature suffers the normal effects and must make a Strength saving throw or be moved 15 feet away from you on a failure, on a success, you are moved 15 feet away from the creature.

Favour of Protection

You call upon a favour from your diety that will temporarily protect you from harm's way. When making a saving throw, you may expend one benison point to gain advantage on the save.

Favour of Support/Opposition

You call upon the equal favour of your deity to aid in your support or opposition towards other creatures. When casting the spell "Bless", you may expend one or more benison points, choose a number of creatures equal to the number of expended benison points creatures affected by this buff gain a +2 to AC for the duration. While spending benison points for creatures affected by the "Bane" spell gain a -2 to their AC for the duration.

Favour of Tethering

You call upon a favour from your diety to tether your spell to several creatures after it hits a creature. When you cast a spell that targets one creature that is not concentration, you can expend one or more benison points to make the spell affect an additional number of creatures equal to the benison points expended within 30 feet of the first target creature. On a hit, the creature suffers the normal effects and the spell must hit the next creature, the secondary target or targets take half as much damage from the spell.

Favour of Weighing Chains

You call upon a favour from your diety to drape ethereal chains that hinder and weigh them down. When you cast a spell or make an attack against a creature, you can expend one benison point to attempt to weigh down your opponent. On a hit, the creature suffers the normal effects and must make a Strength saving throw or have their speed halved, suffer disadvantage on attacks, and lose their reaction until the end of their next turn.

Channel Divinity: Wave of Equivalence

Starting at 2nd level, you can use your Channel Divinity to aid allies and damage enemies.

As an action, you present your holy symbol and create a 15 foot cone of divine energy that will grant creatures of your choice an additional 1d4 to all attack rolls, ability checks, and saving throws for 1 minute or make a Wisdom save or take 2d8 necrotic damage on a fail, or half as much on a success.

The damage increases to 3d8 at 6th level, 4d8 at 8th level, 5d8 at 14th level, and 6d8 at 17th level.

Strengthen the Balance

Beginning at 6th level, as an action, you can choose to make a creature of your choice vulnerable to either radiant and necrotic damage in sight within 30 feet of you for the next time it takes necrotic or radiant damage until the end of your next turn.

Alternatively, as an action, you can choose to double the amount of healing granted to a creature in sight and within 30 feet of you, including yourself, for the next time it is healed by a spell or a potion.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1).

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 radiant or necrotic damage, your choice, to the target.

When you reach 14th level, the extra damage increases to 2d8.

Soulful Equality

At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. As a reaction, when a creature you can see dies within 30 feet of you, choose a creature within 30 feet of you to heal or harm.

Heal. You heal (hit dice of the creature that has died + your proficiency bonus + your Wisdom modifer) points to the creature of your choice and they gain temporary points half to the amount healed.

Harm. You deal (hit dice of the creature that has died + your proficiency bonus + your Wisdom modifer) necrotic damage to the creature of your choice, and they must make a Constitution save or have their hit point maximum reduced by the same amount until they take a long or short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2021 9:56:41 AM
8
3
2
Coming Soon
4/30/2021 10:13:21 AM
6
1
3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes