Balance Domain Edit


Balance Domain Among the gods, there is often the tie-breaker, the traitor, the peace-bringer and the judge. Ma'at, Tefnut, Shamash, Obatala, Rao, Cindor, Nemesis, and Adrestia, as well as other gods of justice, balance, equilibrium, vengeance, and peace may hold sway over the domain of balance.

The servants of these gods are often called upon to restore order, peace, and justice to the world - or to bring suffering and despair where none existed. Once they are set upon a path, either to peace or ruin, they do not deviate until their god is satisfied and the balance is restored.

Balance Domain Spells

Cleric level Spells

1st cure wounds, inflict wounds

3rd shatter, silence

5th fear, beacon of hope

7th death ward, phantasmal killer

9th cloudkill, creation

Bonus Cantrip When you choose this domain at 1st level, you learn the ruin cantrip if you do not already know it.

Magical Inversion Starting at 1st level, whenever you cast a cleric spell or cantrip that deals damage, you can change the damage type to a different one. Choose either acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder damage. If the spell deals either radiant or necrotic damage, you can cho

ose to swap the damage type between them or choose one of the above types. When a spell deals more than one type of damage, you can adjust each simultaneously. You can use this feature a number of times equal to your Wisdom modifier, and these uses recover when you finish a long rest.

Channel Divinity: Weigh the Scales At 2nd level, you can use your action and your Channel Divinity feature to impose equilibrium. For one minute or until you choose to end this effect as a bonus action, you cannot gain advantage or suffer disadvantage, and you can reroll any damage dice that result in a 1, but only once per die.

Channel Divinity: Defiance of Fate At 6th level, your god intervenes when you are harmed. Whenever a creature inflicts damage to you, you can use a reaction and your Channel Divinity feature to instantly halve the damage. The creature must make a Charisma saving throw. If it fails, it takes necrotic damage equal to the amount of damage it inflicted on you before resistances or immunities, or half as much damage on a success, both to a maximum of six times your cleric level.

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

Perfect Order At 17th level, your god controls the events around you, acting with inscrutable intent. Whenever a creature takes an action within 30 feet of you and rolls a d20, you can choose the result of the die roll. You can do this once, and this use recovers whenever you finish a short or long rest.