Balance Domain

Neutral deities see the wisdom in balancing the scales rather than tipping them in favor of one extreme or the other, believing balance to be the most stable situation in which everyone can benefit to some degree. When extremes of one sort or another prevail, imbalance occurs, leading to undesirable outcomes. These deities realize that without opposing forces, one cannot fully appreciate its opposite. The degree of joy a person experiences is magnified if they have recently experienced great sorrow. If sadness did not exist, how would joy be recognized as the blessing that it is? It would simply be the status quo- an everyday occurrence-nothing special at all.

Deities of nature are among the largest number of gods offering this domain, as the wisdom of this philosophy has a profound impact in natural settings. If the birds of prey die out because local villagers over hunt them and eat all of their eggs, the rat population is no longer being regularly culled so it experiences a population explosion. The unprecedented number of rats infest the nearby village, bringing with them disease that wipes out the villagers. Thus, deities of balance promote the mantra “balance breeds harmony and harmony is happiness”.

Balance Domain Spells
Cleric Level Spells
1st bane, bless
3rd shatter, silence
5th beacon of hope, bestow curse
7th freedom of movement, grasping vine
9th cone of cold, flame strike

Bonus Spell

When you choose this domain at 1st level, you can add the cantrips produce flame and ray of frost to your cleric spell list.


Also at 1st level, you can nullify advantage. When your attacker would normally make their attack against you with advantage, you can use your reaction to force them to lose advantage on that attack. 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.

Channel Divinity: Ebb and Flow

Starting at 2nd level, you can use your Channel Divinity to alter the tide of battle.

As an action, you whisper a word of prayer and select one enemy that you can see. For the next minute, you gain a +1 bonus on weapon attack rolls against the selected enemy and your enemy takes a -1 penalty on weapon attack rolls against you.

Empowered Countermeasure

Starting at 6th level, when you use your countermeasure feature, rather than nullify your attacker’s advantage, you impose disadvantage instead.

Instrument of Healing and Harmiing

At 8th level, you gain the ability to infuse your weapon strikes with divine energy that allows you to heal and harm simultaneously. Once on each of your turns when you hit a creature with a weapon attack, in addition to dealing damage as unusual, you can cause the attack to heal you or one ally of your choice that you can see 1d4 hit points. When you reach 11th level, the healing increases to 1d6, and at 14th level, it increases to 1d8. The recipient of this healing can’t regain hit points over their maximum number of hit points.

Tit for Tat

Beginning at 17th level, when you become blinded, deafened, frightened, paralyzed, poisoned, restrained, or stunned, you can use your reaction to select one creature within 30 feet of you and force it to make the same saving throw against the effect you were granted. If the creature fails, the condition is transferred from you to the creature, and you are unaffected.

Section 15: Copyright Notice

Eldryn. © 2021, Publishing; Author: Beth Jones.

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