Order Domain in Cycles of Infinity | World Anvil

Order Domain

Clerical divine domain: Justice. Law. Order. Rules are established in the universe to keep things within the realm of sanity and to allow people to prosper and enjoy what the gods have granted us all. Without Order, there is only Chaos, with chaos, there is only death and heartache waiting for everyone.  

Order Domain Spells

  • 1st Command, Heroism
  • 3rd Enhance Ability, Hold Person
  • 5th Mass Healing Word, Slow
  • 7th Compulsion, Locate Creature
  • 9th Commune, Dominate Person
 

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.  

Voice of Authority

Starting at 1st level, immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see.   If the spell targets more than one ally, you choose the ally who can make the attack.  

Channel Divinity: Order's Demand

Starting at 2nd level, as an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage.   You can also cause any of the charmed creatures to fall prone when they fail the saving throw.  

Order's Dominion

At 6th level, when you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.  

Divine Strike

At 8th level, 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.  

Order's Wrath

Starting at 17th level, if you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack.   This benefit lasts until the start of your next turn.

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