Taking Bookings Now! Scheduling for new player/character building free!
Taking Bookings Now! Scheduling for new player/character building free!
Gods of balance ensure that the forces that operate the world do not fall too far from one side or the other. Maintaining this balance requires both force and mercy in a constant ebb and flow that may seem subtle on the surface except in dire times. In Talerand the god that maintains this balance is Furlor and has directly had a hand in maintaining this effort. Followers of this deity may be involved in political disputes against opposing factions, the natural forces of life and death, or supernatural forces such as the chaos. Depending on the cause these clerics interactions may be starkly different.
From 1st level your domain grants you access to additional spells. These spells are always prepared, and it doesn't count against the number of spells you can prepare each day. .
1st: Protection from Evil and Good, Wrathful Smite
3rd: Borrowed Knowledge, Enlarge/Reduce
5th: Life Transference, Magic Circle
7th: Banishment, Polymorph
9th: Greater Restoration, Dispel Evil and Good
At 1st level, you gain the ability to create balance in all of your efforts. When a creature within 30' makes a skill check that is opposed by another creature you may choose to sacrifice a spell slot to treat both rolls as a 10
Starting at 2nd level, you can use your Channel Divinity to empower you or an ally within 30' with the power of balance.
You can use Channel Divinity as an action to adjust the balance in favor to you or an ally within 30'. For 1 minute, you or an ally grow one size category. During this period you or your ally deal additional damage on weapon attacks matching the damage type of the weapon equal to your Wisdom modifier.
As a reaction, when you empower a creature with a spell that grants a beneficial effect or use Might of Balance, you may choose to also target an enemy creature with that effect. If you do, you may grant an additional ally creature the same effect. If an effect would allow a save, the enemy may choose to roll the save.
You may use this feature a number of times equal to your proficiency modifier and it recharges on a long rest.
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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, on each of your turns you may designate an creature you are allied with to imbue with the power of Furlor as a bonus action. Until the start of your next turn that creature grows to match the size of a hostile creature you can see. Weapons and gear carried by the creature grow to match the size and deal an additional die of damage for each size category they grew.
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