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Balance

Balance

Balance is the great equalizer, for dark nights are followed by bright mornings.  

Deities

Enera, Sezarus, Justice, Gieus, Edea, Visyn, Radum  

Domain Spell

At each indicated cleric level, you add the listed spells to your spells prepared.
1st - Absorb Elements, Chromatic Orb
3rd - Aid, Detect Thoughts
5th - Elemental Weapon, Fly
7th - Divination, Control Water
9th - Conjure Elemental, Creation
 

Weigh The Scales

Any creature attacking you may not have advantage, however, you may not have advantage either.  

Shift the Weight

Once per long rest you may take advantage from an enemy within 60 feet and transfer it to an ally until the start of your next turn.  

Channel Divinity: Reversal

At 2nd level, once per long rest, as a reaction, you may reverse the damage that an ally takes within 15 feet of you. As in, if an ally takes 42 points of damage, they instead take 24 damage. At level 8 you may use this feature twice per long rest.  

Imaginary Reversal

At 6th level, once per long rest when you activate your Channel Divinity: Reversal, you may expend a spell slot to use your technique on an ally's damage instead of an enemy's. So when an ally within 15 feet of you deals damage, reverse that damage. At level 8 you may use this feature twice per long rest.  

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Equality

At 17th level, bind an entity to another. Choose two entities within 60 feet of you to be [Bound by Equality]. Entities that are bound by equality suffer from the following effects.
  • If one entity takes damage, so does the other.
  • If one entity has a status effect so does the other.
  • If one entity takes its turn, so does the other.
  • If the entities move more than 120 feet apart, the effects pause until the range is decreased again.

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