Balance domain

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 counterspell, dispel magic
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, bludgenoning, cold, fire,
lightning, piercing, poison, slashing, or thunder damage. If
the spell deals either radiant or necrotic damage, you can
choose 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

Channel Divinity: Defiance of Fate
At 6th level, your god intervenes when you are harmed.
Whenever you take damage from a creature’s attack, spell, or
ability, 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. The maximum amount of damage that can be
reflected per use is equal to eight 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.

New Cleric Cantrip

evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a terrible word, blasting a creature or object
within range with destructive power. The target must make a
Charisma saving throw or take 1d8 necrotic damage. Objects
and constructs targeted with this cantrip always take the
maximum amount of damage per die.
This damage increases to 2d8 at 5th level, to 3d8 at 11th
level, and to 4d8 at 17th level.

Balance domain

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