OGC:Harmony Domain (5e Subclass)
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Harmony Domain (True Neutral)
Divine domain for a true neutral cleric:
As servants of true neutrality, clerics of harmony are often misunderstood. As proponents of universal balance, they are often confused with druids. Others falsely assume clerics of harmony are incapable of making decisions. In truth, clerics of harmony play the long game, always considering how their actions today will affect the future. What seems good now may ultimately aid evil in the long run, and defeating an evil today may inadvertently cause more damage in the future.
Clerics of harmony work well with adventuring parties focused on discovery and exploration; bringing to light things that were lost returns balance to the universe. Such clerics also work well in parties that are acting against a force that obviously can’t be left unchecked. They are generally team players, but they aren’t likely to allow themselves to be distracted once they commit to a course of action.
Harmony Domain Spells
- 1st comprehend languages, cure wounds
- 3rd calm emotions, web
- 5th dispel magic, counterspell
- 7th banishment, private sanctum
- 9th dispel evil and good, legend lore
When you choose this domain at 1st level, you become proficient in the Medicine skill, you’re your proficiency bonus is doubled when you make Wisdom (Medicine) checks.
Fate is in Your Hands
At 1st level, you have an innate understanding of who should live or die to promote harmony. Whenever a creature within 60 feet of you makes a death saving throw, you can grant it either advantage or disadvantage as a reaction.
Channel Divinity: Balancing the Scales
At 2nd level, you can use your Channel Divinity to heal or to injure. As an action, you present your holy symbol and generate a pool of hit points equal to five times your cleric level. Choose a number of creatures within 30 feet of you equal to your Wisdom modifier and divide those hit points among them. You may choose whether each creature affected has those hit points restored or instead takes damage equal to that amount (you may apply damage to some and restoration to others with the same use). If a creature would take damage from this feature, it must make a Wisdom saving throw, taking half as much damage on a successful save.
This feature cannot restore a creature to more than half its hit point maximum or reduce a creature to less than half its hit point maximum. You can’t use this feature on an undead or a construct.
Channel Divinity: Bending the Laws of Nature
At 6th level, you can use your Channel Divinity to temporarily bend the laws of nature, either granting resistance to a particular damage type or imposing vulnerability to a particular damage type. As an action, you present your holy symbol and demand that natural law bend to your will. Choose a damage type. You may designate a number of creatures within 30 feet up to your Wisdom modifier, including yourself, to either be resistant or vulnerable to that energy type.
Any creature that you choose to be vulnerable may make a Wisdom saving throw. On a success, it resists gaining vulnerability. Creatures that are already resistant or vulnerable to the energy type may have their resistance or vulnerability nullified by this feature. An affected creature retains its resistance or vulnerability for 1 minute or until it takes damage from that damage type, whichever comes first.
At 8th level, you can absorb some of the damage that you take and balance the scales by giving it to yourself or another creature. Once per turn when you take damage from an attack, you may either immediately recover 1d8 hit points (up to the maximum damage of the attack) or grant it to any friendly creature within 60 feet of you. Hit points recovered in this way cannot heal a creature beyond its hit point maximum. When you reach 14th level, your ability to absorb damage increases to 2d8 points.
At 17th level, you are part of the natural balance of the universe and, when you decide to act, you have greater effect. Creatures affected by one of your Channel Divinity options has disadvantage on saving throws to resist your spells.