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Ordo Dominus

The mark of Ordo Dominus is a fearful presence, a chill that gives even greater beasts pause. Jaegers that follow this path deal in fear and discord, shattering the wills of their opponents.

Unapproachable

Foes falter at your appearance. Starting when you consign your self to this Order at 3rd level, when you roll initiative, the first enemy to make a melee attack against you or an allied creature within 30ft of you suffers disadvantage on its first attack.

Glare Down

Also at 3rd level, you become proficient in Intimidation. If you are already proficient in it, you gain proficiency with one of the following skills of your choice: Insight or Deception.

Additionally, whenever you hit an enemy with an attack, you may use the bonus action granted by Slayer's Initiative to threaten the target of the attack. The target must make a Wisdom saving throw (DC 8 + your Charisma mod + Proficiency bonus). On a failed save, it is frightened of you until the end of your next turn.

Two For Flinching

Starting at 6th level, the enemy's hesitation is your domain. When you roll for initiative, you may use your Intimidation modifier instead of your Initiative modifier, and the first hit you score against each creature that has not yet taken a turn counts as a critical hit.

Contemptuous

Your bearing does just as much to deter the enemy as your brutality. Starting at 11th level, whenever you score a critical hit on a creature or reduce an attack's damage to 0 using your Weapon Parry feature, you may choose to harry the target of your attack (no action required).

When you do, that creature has disadvantage on saving throws against being frightened until the end of your next turn. If the creature is immune to being Frightened, it instead loses that immunity for the duration.

Frightful Presence

Starting at 17th level, your mere manner is unbearable for your foes. As a bonus action on your turn, each creature of your choice within 60ft of you who is aware of your presence must succeed on a wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its urns, ending the effect on itself on success. Use of this feature is regained at the end of a short or long rest.


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