Balance in Verum | World Anvil

Balance

Balance

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

Deities

Babylon, Gwaina, Silloway, Vinsc, Talven, Gazenaroc, Inca, Lorn, The Seven  

Domain Spell

At each indicated cleric level, you add the listed spells to your spells prepared.
1st - Bane, Bless
3rd - Blindness/Deafness, Lesser Restoration
5th - Fireball, Sleet Storm
7th - Watery Sphere, Wall of Fire
9th - Negative Energy Flood, Mass Cure Wounds
 

Balanced Scales

You are immune to the effects of advantage and disadvantage. Additionally, creatures cannot have advantage or disadvantage on attack rolls that target you.  

Balancing Surge

Whenever you would normally have advantage or disadvantage on an attack roll or ability check that you make, you may grant that advantage or disadvantage to another creature within 30 feet of you as a bonus action. That creature has advantage or disadvantage on the next appropriate roll they make within one minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Divine Domain Feature

At 2nd level, you gain the following feature from your Divine Domain.  

Channel Divinity: Wrath

At 2nd level you can use your channel divinity class feature to unleash the wrath of natural forces against those that would seek to control them. As an action, You can unleash a wave of either fire, cold, lightning, or acid damage that affects all creatures of your choice within 30 feet. These creatures cannot gain the benefits of advantage from any source until the start of your next turn. Additionally, all creatures affected by this ability must make a Wisdom saving throw, taking 2d4 damage on a failed save, plus an additional 1d4 per every second level after 2. Affected creatures take half as much damage on a successful save.  

Divine Domain Feature

At 6th level, you gain the following feature from your Divine Domain.  

Balanced Restored

At 6th level, whenever a creature within 30 feet would fail an attack roll or saving throw with advantage or succeed on such checks with disadvantage, you are healed for a number of hit points equal to 2d10 plus your Wisdom modifier. You may instead use your reaction to grant this healing to an ally within 30 feet.  

Divine Domain Feature

At 8th level, you gain both of the following features from your Divine Domain.  

Potent Spellcasting

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

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  

Divine Domain Feature

At 17th level, you gain the following feature from your Divine Domain.  

Balance in All Things

You cannot critically hit, nor can you be subject to critical hits. Instead, whenever you would roll a 20 on an attack roll or saving throw, you activate your Balancing Surge twice at no cost.

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