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Order of Reason

Realms are filled with the enemies of holy temples, originating from different aspects of evil. They are armed in numerous ways, adapted to various uninhabitable places owing to their supernatural fortitude, and are taught how to desecrate the efforts of the good. It is the duty of the members of the Order of Reason to study such creatures and to strategize against them. They are the keepers of the temples’ bestiaries and incredibly efficient leaders against the forces of evil.

When you become a member of the Order of Reason, you become proficient in one of the following skills of your choice: Arcana, History, Nature, Religion. Also, you learn a cantrip or gain a weapon proficiency of your choice.


Far Vision

You have proficiency in the Perception skill. You have advantage on Wisdom (Perception) checks that rely on sight.

Avatar Form Only. Your range is doubled while making ranged spell or weapon attacks.

Sense Vitality

As a bonus action, you can realize whether an attack you can make has the potential to kill a creature of your choice that you can see within 30 feet of you. To calculate the outcome, consider the hypothetical attack as a critical hit that deals the maximum damage.

Avatar Form Only. If you have realized that an attack you can make cannot kill your target, the attack deals an extra 1d4 damage. If the attack deals more than one damage type, you choose the damage type of the extra damage out of the types of damage dealt by the attack. When you reach certain levels in this class, this damage increases: at 7th level (1d6), 11th level (1d8), and 15th level (1d10).

Smell of Weakness

As an action, you choose a creature within 120 feet of you and reveal one of its weaknesses. In other words, you become aware of one vulnerability of the target. If the target has no vulnerabilities, you learn one damage type to which the target has no resistance or immunity. Otherwise, this feature has no effect. If the creature is immune to magic that allows other creatures to read its mind, discern its location, or to similar divination magic, it is also immune to this feature. Also, you cannot learn information about a creature whose challenge rating is higher than your levels in this class.

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

Avatar Form Only. Your spell and weapon attacks deal an extra 1d4 damage to targets whose weakness you learnt by this feature. If the attack deals more than one damage type, you choose the damage type of this extra damage out of the types of damage dealt by the attack. When you reach certain levels in this class, this damage increases: at 7th level (1d6), 11th level (1d8), and 15th level (1d10).


Protector of the Temple

Prerequisite: 4th level

You know very well who your greatest enemies are, and you are well-prepared for any possible conflict with them. Choose one of the following creature types when you take this feature: aberration, dragon, elemental, fey, fiend, or undead. You have advantage on your attack rolls against the chosen creature type.

Avatar Form Only. You can sense the exact location of the creatures of the chosen creature type within 60 feet of you.

Rise Above

Prerequisite: 5th level

Avatar Form Only. By the power vested in you by your gods, you sprout angelic wings. You have a flying speed of 40 feet and you can hover.

When you reach 10th level in this class, you gain the wings, and the flying speed, even if you do not assume avatar form.

Counter Unholy

Prerequisite: 6th level

You can use the powers granted by your deity to reject a heretic’s spell. You can cast the counter spell spell as a 3rd level spell, requiring no material components.

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

Avatar Form Only. When a creature within 30 feet of you makes a saving throw against a spell or another magical effect, you can choose to grant advantage on the saving throw as a reaction.

Free Skies

Prerequisite: 6th level

While flying, you gain the benefits of the freedom of movement spell.

Incense Burner

Prerequisite: 6th level

As an action, you conjure a censer in your empty hand. Incense burns in it, releasing smoke with a scent of your choice, which reveals the footprints of creatures that passed through, and the handprints and fingerprints where creatures touched surfaces or objects within the last three days. The censer and the prints remain for 1 minute. Only you and two other creatures of your choice can see the prints. The smoke covers a 5-foot sphere, which moves with you, remaining centered on you.

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

Avatar Form Only. By using the conjured censer, you can create one of the following effects of your choice;

Charm. As a bonus action, you speak a prayer and your censer releases a charming smoke that covers a 10-foot sphere centered on you. Each hostile creature within the area must succeed on a Wisdom saving throw or be charmed by you for up to 1 minute. You must use your bonus actions on your consecutive turns to keep the censer burning, otherwise the charmed creatures are no longer charmed by you.

Cover. As a reaction, you can send the smoke released by your censer to cover an ally within 30 feet of you. The ally has half cover until the start of your next turn.

Divine Burn. As a bonus action, you can choose a creature within 60 feet of you and make a spell attack against it using your Charisma modifier. On a hit, the target takes 2d8 plus your Charisma modifier (minimum 1) radiant damage.

Mark. As an action, you can surround a creature within 30 feet of you with the smoke. The smoke marks the creature and you can see its footprints, handprints and fingerprints where the creature touches for 1 day or until you use this feature again. You can only mark one creature at a time in this way.

Obelisk

Prerequisite: 6th level

As an action, you target a point within 60 feet of you and an obelisk of a height of up to 30 feet rises out of the ground. The obelisk is made of white marble with golden veins, has AC 20, 50 hit points, resistance to bludgeoning, piercing and slashing damage, and immunity to poison and psychic damage. Each hostile creature within 30 feet of the obelisk must succeed on a Wisdom saving throw or it cannot willingly move more than 30 feet away from the obelisk. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The obelisk remains for 1 minute, until you dismiss it (no action required) or until it is destroyed. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest. When you use this feature inside your domain, each affected creature’s speed is reduced to 0.

Avatar Form Only. Your obelisk reaches its full potential, gaining another feature on top of the previous one. Creatures within 120 feet of the obelisk must succeed on a Wisdom saving throw or spend their movements trying to arrive at a space within 30 feet of the obelisk, in the fastest way possible. An affected creature can repeat the saving throw with disadvantage at the end of each of its turns, ending the effect on itself on a success.

Prepared

Prerequisite: Protector of the Temple, 9th level

Your studies against the forces of evil and the blessings of your deity allow you to be more cautious and effective against the enemies of your temple. You have advantage on saving throws and ability checks made against the creature type you chose for the Protector of the Temple feature. You are immune to being charmed, frightened, paralyzed, petrified, poisoned, and stunned by the chosen creature type.

You also choose one more creature type that is listed in the Protector of the Temple feature.

Avatar Form Only. As a bonus action, you can choose a creature within 30 feet of you. The target has the benefits explained above until the start of your next turn.

Excessive Divine Knowledge

Prerequisite: 10th level

If you are not proficient with the Religion skill, you gain proficiency in it. If you are already proficient, you have advantage on Intelligence (Religion) checks.

Avatar Form Only. You magically fill the heads of your enemies with divine knowledge that they cannot comprehend. You can choose a point within 60 feet of you and cause a sudden blue light to burst forth originating from it, momentarily shining upon creatures in a 30-foot radius. Each creature within radius must make a Wisdom saving throw. On a failed save, a creature is overwhelmed by the sacred information you pour into its soul, and it takes 8d6 psychic damage and is stunned until the end of its next turn. On a successful save, the damage is halved and the creature isn’t stunned. Another paragon can understand the knowledge, and is thus unaffected by this feature. You can use this feature twice every time you assume avatar form, but if you use this feature a second time during a single avatar transformation, you start to lose your grip on reality, and you have disadvantage on Intelligence, Wisdom, and Charisma saving throws until you finish a long rest.

When you reach higher levels, your understanding of divinity expands. As a result, the damage increases to 10d6 when you reach 14th level in this class, and to 12d6 when you reach 19th level in this class.

Ethereal Steps

Prerequisite: 10th level

As a bonus action, you teleport to an unoccupied space that you can see within 30 feet of you. Starting at 13th level, you can teleport back to your domain. You can use this feature for a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you f inish a long rest. Avatar Form Only. When you use the feature described above, you can choose to teleport up to eight willing creatures of your choice that you are touching, or a single object within 60 feet of you. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. If you choose to teleport to your domain, its teleportation restriction does not apply in this case.

Doman Awareness

Prerequisite: 11th level

You have a golden eye-shaped piece of metal on your forehead. You are aware of the exact position of all creatures while they are in your domain if they are not magically concealed.

Avatar Form Only. You are aware of the exact position of all creatures while they are in your domain even if they are magically concealed.

Burst the Enemy

Prerequisite: Prepared, 14th level

You can choose one more creature type that is listed in the Protector of the Temple feature.

Avatar Form Only. As an action, you shed bright light in a 30-foot radius. All creatures of the type you chose for the Protector of the Temple feature within the area must make a Wisdom saving throw. On a failed save, a creature of challenge rating 3 or lower bursts into flames leaving nothing but ashes behind, and a creature of challenge rating 4 or higher takes 6d6 fire damage. On a successful save, a creature of challenge rating 3 or lower takes 6d6 fire damage, and a creature of challenge rating of 4 or higher takes half damage. This damage does not affect the items carried by the creatures.

Deny Escape

Prerequisite: 14th level

As an action, you choose one creature within 120 feet that you can see. The target must succeed on a Charisma saving throw, or its flying speed (if any) is reduced to 0 for 1 minute. You can use this feature for a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Avatar Form Only. A constant purple mist pours out from you, slightly filling the square you are in. As an action, you can expand the mist towards a creature within 30 feet of you. The target must succeed on a Charisma saving throw or it can’t use any method of extradimensional movement, including teleportation, or travel to a different plane of existence. The target repeats its saving throw with disadvantage at the end of each of its turns, ending the effect on a success. You can affect one creature at a time in this way, using this feature. You can dismiss this effect (no action required).

Paralyzing Obelisk

Prerequisite: Obelisk, 15th level

Avatar Form Only. Your Obelisk feature grows stronger. Each hostile creature within 30 feet of the obelisk must succeed on a Wisdom saving throw or be paralyzed for 1d4 rounds. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Even after the effect ends, creatures who failed their saving throws still cannot willingly move more than 30 feet away from the obelisk.

Deny Heretic's Magic

Prerequisite: 17th level

Avatar Form Only. You condemn a heretic casting spells against the will of your deity. You point your finger at a target creature within 60 feet of you and a ray of divine power bursts out of it. The creature must succeed on a Dexterity saving throw or an antimagic field spell is cast on it. The spell doesn’t require concentration and it lasts as long as you are in avatar form. You can use this feature once every time you assume avatar form.

Divine Verdict

Prerequisite: 17th level

Avatar Form Only. You can target a creature whose current hit points are lower than half of its hit point maximum and cast the imprisonment spell as an action instead of its normal casting time. However, casting the spell in this way requires so much effort that your avatar form ends when you cast it. Once you use this feature, you must finish a long rest to be able to assume avatar form again.


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