Balance Domain

The Balance Domain is granted by deities who uphold neutrality and enforce equilibrium in all things. Some of these gods are strict and unwavering, seeking to eliminate extremes that threaten cosmic stability. Others are more passive, guiding their followers to subtly correct imbalances rather than acting with force. Clerics of this domain are mediators, adjudicators, and sometimes enforcers, ensuring that no ideology, alignment, or force grows too strong and disrupts the delicate order of existence.
  These clerics view the universe as a scale that must never tip too far in one direction. They oppose those who wield extreme beliefs, whether in the name of righteousness or wickedness, tyranny or anarchy. To them, absolute order is as much a threat as absolute chaos, and unchecked virtue can be as dangerous as unrestrained evil. Their divine magic reflects their philosophy, allowing them to suppress strong emotions, return creatures to their rightful places, and punish those who embody imbalance.
 

Domain Spells

1st-Level Cleric (Balance Domain) Feature
  You gain the following spells at the listed cleric levels as domain spells.
 
Cleric LevelDomain Spells
1stDetect Chaos, Detect Law
3rdHold Person, Zone of Truth
5thCounterspell, Banishment
7thDispel Chaos, Dispel Law
9thGeas, Hallow

 

Equilibrium’s Hand

1st-Level Cleric (Balance Domain) Feature
  Your magic subtly corrects imbalances, ensuring no force grows too strong unchecked. When you restore hit points to a creature using a cleric spell of 1st level or higher, you can use a bonus action to choose one other creature you can see within 10 feet of them to regain half as many hit points. When you deal damage to a creature using a cleric spell of 1st level or higher, you can use a bonus action to choose one other creature you can see within 10 feet of them to take half as much damage. If the spell requires an attack roll, you must make the same attack roll against the second target, and if the spell requires a saving throw, the second target must make the same saving throw. This feature has no effect if the spell can target more than one creature.
  Additionally, you gain proficiency in Insight and Persuasion.
 

Channel Divinity: Banish the Extremes

2nd-Level Cleric (Balance Domain) Feature
  You can use your Channel Divinity to temporarily remove creatures that do not belong. As an action, you present your holy symbol and force all other creatures within 30 feet to make a Charisma saving throw.
  • One Aberration, Field, Celestial, or Elemental of your choice that is not native to the plane you are on that fails the saving throw is banished for 1 minute as if affected by the Banishment spell.
  • Each creature whose alignment is not at least partially Neutral is stunned until the end of its next turn if it fails its saving throw.

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    Balance the Scales

    6th-Level Cleric (Balance Domain) Feature
      When a creature within 30 feet regains hit points, you can use your reaction to force another creature within 30 feet to make a Constitution saving throw against your Spell Save DC. On a failed save, the second creature takes necrotic or radiant damage (your choice) equal to the healing received. If the second creature is of an opposite alignment (Good vs. Evil, Lawful vs. Chaotic) to the first target, it takes double damage.
      You can use this ability a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
     

    Potent Spellcasting

    8th-Level Cleric (Balance Domain) Feature
      You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.
     

    Absolute Equilibrium

    17th-Level Cleric (Balance Domain) Feature
      Your presence enforces balance upon the battlefield, neutralizing extremes and restoring equilibrium. As a bonus action, you can enter a state of absolute equilibrium for 1 minute, or until you fall incapacitated, gaining the following benefits:
  • You have advantage on saving throws against spells and abilities from creatures that are not Neutral in alignment.
  • When a creature you can see within 30 feet of you takes damage, you can use your reaction to cause another creature you can see within 30 feet of you to regain hit points equal to half the damage taken. This healing cannot restore a creature to above half of its maximum hit points.
  • As an action, you can force up to three creatures of your choice you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature is stunned until the end of its next turn. A creature that is partially Neutral has advantage on this saving throw, and a creature that is Absolute Neutral automatically succeeds on this saving throw. You can use this feature twice each time you enter this state.

  •   Once you use this feature, you cannot do so again until you finish a long rest.
     

    Deities of the Balance Domain


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