Order Domain
Deities
Nero, The Seven
Order Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared.
Cleric Level | Spells |
1st | command, heroism |
3rd | hold person, zone of truth |
5th | mass healing word, slow |
7th | compulsion, locate creature |
9th | commune, dominate person |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with persuasion, intimidation and insight.
Burden and Oath
Also starting at 1st level, as a bonus action, choose an ally within 20ft, that ally has advantage on the next d20 roll for an action of your choice. (Such as attack, skill check, cast a spell, so on) Once you use this ability you cannot use the same action for 2 rounds. (Including this one.) You may use this a number of times equal to your Wisdom modifier. Once expended, you must long rest to recover them.
Divine Domain Feature
At 2nd level, you gain the following feature from your Divine Domain.
Channel Divinity: Divine Consistency
Starting at 2nd level, as an action, you present your holy symbol and until the beginning of your next turn, all d20 rolls made in 30ft of you, have their die roll set to 11.
Embodiment of the Law
At 6th level, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Order’s Wrath
At 17th level as an action, you can cause a nova of stability and order emanate outward from you. All allies are healed and all enemies, in a 60ft radius, are dealt damage equal to 15d6. The damage is Psychic. This ability can only be used again whenever you long rest. Chaotic creatures cannot be healed by this ability and lawful creatures cannot be damaged by it.
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