Balance

Bring Balance to Everything

Created by Gabe Grimoire
To every action there is an opposite and equal reaction. To light there is dark, to hot there is cold, to law there is chaos, these are the natural forces that hold the world in balance. This balance is the source of your faith.

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Deities

Acernis, Aidoneus, Chimeron, Gelus, Ozidia, Polaris, Suul, Tavysia, Vethys  
 

Balance Domain Spells

Level 3 feature   Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the table below, you thereafter always have the listed spells prepared.  
Cleric Level
Prepared Spells
3
Bane, Bless, Enlarge/Reduce, Zone of Truth
5
Bestow Curse, Remove Curse
7
Aura of Life, Blight
9
Negative Energy Flood, Mass Cure Wounds
 

Balance the Scales

Level 3 feature   When a creature is forced to roll a d20 with Disadvantage, you may choose to instead grant it Advantage. When a creature is forced to roll a d20 with Advantage, you may choose to instead grant it Disadvantage. You can do either of these effects with this feature a total number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.    

Channel Divinity: Equilibrium

Level 3 feature   As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity, causing all creatures within 30 feet of you to be affected by a state of equilibrium, defying most logic. Until the start of your next turn, all affected creatures ignore having Advantage or Disadvantage on their rolls. If an affected creature rolls a 1 or 20 on a D20 Test, the roll instead becomes 11. Each time an 11 is rolled, roll a d8; all affected creatures of your choice take an amount of Radiant or Necrotic damage (your choice for each target) equal to the number rolled plus your Wisdom modifier.  
 

Conservation

Level 6 feature   When you roll a 20 on a D20 Test, you can choose to instead have the roll become 11. If you do, you gain Advantage on the next D20 Test you make this turn, and you regain a number of Hit Points equal to 1d10 + your Wisdom modifier. You may choose to instead, as a Reaction, give this healing to a creature of your choice within 60 feet of you. To use this feature, you must choose to do so before learning the result of the roll.  
 

Perfectly Balanced

Level 17 feature   Whenever you or an Ally within 60 feet of you rolls an 11 on a D20 Test, that creature gains 3d10 Temporary Hit Points.   Additionally, whenever you roll a 20 on a D20 Test, you regain an expended use of Balance the Scales.