Cleric Domain: Balance

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Cleric Domain

Balance Domain v.1.1

Divinity demands balance. Clerics of the Balance domain do not worship any particular god or deity, instead they serve divinity itself. When the scales are tipped too far in either direction an Avatar of Balance is chosen to correct it. Avatar's of balance focus on life and death, help and harm, good and evil to keep gods and mortals alike in check.


Balance Domain Spell List


Cleric Level Spells
1st Bane, Bless
3rd Give and take, Weighted souls
5th Animate dead, Revivify
7th Banishment, Dimension door
9th Geas, Hallow

Give and take

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Until the beginning of your next turn
  • Classes: Balance domain cleric

This spell gives +2 AC to up to three friendly creatures within a 30ft radius. Roll 1d4 for each effected creature and take the total amount as Force damage.


Weighted souls

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Until the beginning of your next turn
  • Classes: Balance domain cleric

Pick up to three creatures within 30ft of you to make a Wisdom saving throw. On a failed save the creature suffers 1d4 Radiant, and 1d4 Necrotic damage and subtract -2 AC until their next turn, or half as much damage on a successful one. Roll 2d4 for each effected creature who failed their saving throw and heal this amount but reduce your AC by 2 for each until your next turn.

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Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and your Balanced Holy Weapon.


Do unto others

At 1st level, you gain access to Karma. At 1st level, Karma is represented by 1d4.


At 5th, 10th, and 15th level Karma is increased by 1d4.


Balanced Holy Weapon

A smooth balanced staff, of any color of your choosing. This Holy Weapon is considered to be a spell focus, and deals 1d6 bludgeoning damage.


Maintaining Balance


At 1st level, after dealing damage with your Balanced Holy Weapon roll all of your Karma dice and heal for that amount.


Alternatively, when healing an allied target, roll all of your Karma dice and add it to the healed amount, and then take the total healed as Force damage to yourself.


Balanced Steel

Starting at 2nd level, as an hour long ritual you can absorb the magical properties and stats of any 2-handed magical weapon you are attuned to and transfer them to your Balanced Holy Weapon.


The weapon takes on the appearance of a large central handle with the absorbed weapon affixed to each side. You are always proficient with your balanced holy weapon.


Your Balanced Holy Weapon can only absorb one weapon at a time, performing this ritual overrides the previous weapons properties and stats.


For example, absorbing a war hammer would affix a hammer on each end of a central handle, creating a 2-handed blunt weapon.


The original magic weapon is destroyed in the process.


Channel Divinity


Correcting the Balance

Starting at 2nd level, as a reaction, when an allied or enemy creature within 60ft of you takes damage or heals, you can reduce the damage or healing done to 0.

Suspending Balance

Starting at 2nd level, as a bonus action, you can suspend balance and choose to ignore Karma dice when healing an allied creature for 1 minute.


When you use your Channel Divinity, you choose which Effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.


Avatar of Balance


At 6th level, you can redirect Maintaining Balance's damage and healing to creatures within 20ft. Healing is halved, and damage must be redirected to a willing creature, or enemy. If an enemy targeted in this way succeeds on a Constitution saving throw vs your Spell DC, you take (2x) the damage as Force damage.

Balanced Strike


At 8th level, as a Bonus action, infuse your Balanced Holy Weapon with Radiant and Necrotic energy. On a successful hit, add 1d4 Radiant damage and 1d4 Necrotic damage.


When you reach 14th level, the damage is increased to 2d4 Radiant and 2d4 Necrotic, odd numbers are rounded up to even.

Balanced Souls


Starting at 17th level, you gain immunity to radiant and necrotic damage.


Additionally, as an action you emit a 30ft aura from yourself lasting (2) rounds of combat. Any time an allied creature within your aura takes damage, the attacker must succeed on a Wisdom saving throw vs your Spell DC or take the same amount of damage as radiant damage. If a creature dies from reflected damage, allied creatures within the aura are healed for the damage done.


Once you use this feature you must finish a Long rest before using it again.

 

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