Followers of Balangorde embrace the delicate balance between order and chaos. Understanding the interconnectedness of all things, they wield their powers to maintain equilibrium, intervening where necessary to preserve the natural state of the universe. Clerics of this domain are respected as mediators and adjudicators, often sought after to solve disputes or to provide wisdom in tumultuous times. To follow this domain, one must believe in one of the deity's religions: the Angshire Spirits or the Balanian Sect.
Domain Spells
1st Level
Bless, Command
2nd Level
Enhance Ability, Hold Person
3rd Level
Counterspell, Dispel Magic
4th Level
Banishment, Freedom of Movement
5th Level
Geas, Circle of Power
Bonus Proficiencies
At 1st level, you gain proficiency in the Persuasion skill, and you also gain proficiency with heavy armor.
Harmony of Chaos
At 1st level, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Channel Divinity: Restore Balance
Starting at 2nd level, you can use your Channel Divinity to heal or harm to maintain equilibrium. As an action, you can choose a creature within 30 feet of you. If the creature's hit points are below its hit point maximum, it regains hit points equal to 2d10 + your cleric level. If the creature's hit points are at its hit point maximum, it takes necrotic damage equal to 1d10 + your cleric level.
Twist of Fate
At 6th level, when you or a creature within 30 feet of you rolls a 1 or a 20 on a d20, you can use your reaction to reverse the outcome. If a 1 was rolled, it is treated as a 20. If a 20 was rolled, it is treated as a 1. Once you use this feature, you can't use it again until you finish a long rest.
Divine Armaments
At 8th level, you become proficient with martial weapons, ensuring that your strikes maintain the balance between finesse and power.
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 radiant or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Equilibrium
At 17th level, you gain the ability to adjust the balance of power in any situation. As an action, you can target a creature within 60 feet of you and increase or decrease (your choice) its AC, attack rolls, and saving throws by 1 for 1 minute, or by 3 until the end of your next turn. Once you use this feature, you can't use it again until you finish a long rest.
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