The Master of Balance

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: The Master of Balance

Core Fantasy: The Master of Balance is a Wisdom-based Breaker who controls both light and shadow. They shift between radiant and necrotic power to stay flexible on the field, protecting allies and punishing enemies from either side of the spectrum.

Level 1 Features

Dual Sight (Level 1)
You see clearly in both light and darkness.
Rules:

  • You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.

  • You can see normally in dim light within the range of your darkvision, and you treat darkness within that range as dim light instead.

Edge-Tuned Resilience (Level 1)
Your body is adapted to both radiant and necrotic forces.
Rules:

  • If you took necrotic or radiant damage since your last turn, you heal for a number of hit points at the start of your turn equal to your Wisdom modifier.

  • You have advantage on saving throws against effects that deal necrotic or radiant damage.

Level 3 Feature

E-Rank: Light and Shade Footwork (Level 3)
You change your movement style based on the lighting around you.
Rules:

  • At the start of your turn, if you are in dim light or darkness, your walking speed increases by 10 feet until the end of that turn, and you have advantage on Dexterity (Stealth) checks until the end of that turn.

  • At the start of your turn, if you are in bright light, you gain a +1 bonus to AC until the start of your next turn, and you have advantage on Wisdom (Perception) checks until the end of that turn.

  • If you are in overlapping light levels, you choose which effect applies at the start of your turn.

Level 7 Feature

D-Rank: Dual Flow (Level 7)
Your body reacts differently when you channel shadow or light.
Rules:

  • Once on each of your turns, when you deal necrotic damage to at least one creature with a spell from this class, you gain temporary hit points equal to your Wisdom modifier (minimum 1). These temporary hit points last until the start of your next turn.

  • Once on each of your turns, when you deal radiant damage to at least one creature with a spell from this class, your walking speed increases by 10 feet until the end of that turn.

  • If a single spell deals both necrotic and radiant damage, you choose which one of these effects applies for that spell.

Level 10 Feature

C-Rank: Equilibrium Casting (Level 10)
You adjust the nature of your damage to suit the fight.
Rules:

  • When you cast a spell from this class that deals necrotic or radiant damage, you can choose to have it deal the other of those two damage types instead. This choice is made when you cast the spell.

  • When you cast a Balance spell of 1st level or higher, you gain a +1 bonus to AC until the start of your next turn.

Level 13 Feature

B-Rank: Zone of Harmony (Level 13)
You create an area where light and shadow both support your side.
Rules:

  • As an action, you create a 20-foot-radius aura centered on yourself that lasts for 1 minute or until you are incapacitated. The aura moves with you.

  • You and friendly creatures in the aura gain a +1 bonus to AC and saving throws.

  • Once on each of its turns, when a friendly creature in the aura deals radiant damage, it can move up to 10 feet. This movement does not provoke opportunity attacks.

  • Once on each of its turns, when a friendly creature in the aura deals necrotic damage, it gains temporary hit points equal to your Wisdom modifier (minimum 1). Temporary hit points from this feature do not stack; a new amount replaces any old amount.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 16 Feature

A-Rank: Perfect Poise (Level 16)
Your inner balance strengthens your defenses.
Rules:

  • The healing from your Edge-Tuned Resilience feature increases. If you took necrotic or radiant damage since your last turn, you heal for a number of hit points at the start of your turn equal to 1d10 + your Wisdom modifier.

  • At the start of your turn, if you have no temporary hit points and you are in bright light, dim light, or darkness, you gain temporary hit points equal to your Wisdom modifier (minimum 1). These temporary hit points last until the start of your next turn or until lost.

Level 20 Feature

S-Rank: Perfect Equilibrium (Level 20)
You become a living union of light and shadow in battle.
Rules:

  • As a bonus action, you enter a state of perfect equilibrium for 1 minute. The effect ends early if you are incapacitated.

  • While in this state, when you take the Multiattack action on your turn, you can also cast one cantrip from this class that has a casting time of 1 action as part of the same action. The cantrip must target at least one creature.

  • While in this state, when you cast a spell from this class that deals necrotic or radiant damage, creatures damaged by that spell treat resistance to that damage type as if they had no resistance, and they treat immunity to that damage type as if they had resistance instead.

  • At the start of each of your turns while in this state, if you have no temporary hit points, you gain temporary hit points equal to your Wisdom modifier (minimum 1).

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest