Order Domain

Throughout Elaris, the Order Domain emerges as a bastion of discipline and a testament to the unwavering devotion to the laws that shape societies, institutions, and philosophies. The clerics who heed the call of this domain embark on a spiritual journey that delves into the intricacies of logic and justice, championing the principles that underlie their chosen deities’ domains.   At the core of this domain lies a deep contemplation of order and structure. As the devout servants of their chosen gods, clerics of Order engage in rigorous meditation, seeking to unravel the logical threads that weave through existence itself. These clerics, in their quest for enlightenment, are exemplars of the very ideals they hold dear, breathing life into the philosophies they revere.   For adherents of the Order Domain, the power of well-crafted laws is sacrosanct. These clerics believe that these laws form the foundation upon which legitimate hierarchies are established, guiding societies toward harmonious functioning. To them, those selected by law to lead hold a sacred responsibility. The mantle of leadership must be borne with the utmost integrity, and those who follow are duty-bound to obey. The accountability doesn’t rest solely on the followers; it extends to the leaders themselves. If those chosen to uphold the law falter in their duty, it becomes the solemn obligation of the community to replace them with individuals who can safeguard the principles that underpin their society.   In this intricate interplay of rules and governance, a tapestry of obligations is woven—a tapestry that creates a sturdy framework of order and security within the chaos of the multiverse. This web of obligations unites individuals under a shared purpose, offering a shield against the encroaching turmoil that seeks to disrupt harmony.

Domain Spells

1st-Level Cleric (Order Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelSpells
1stCommand, Heroism
3rdHold Person, Zone of Truth
5thMass Healing Word, Slow
7thCompulsion, Locate Creature
9thCommune, Dominate Person

Bonus Proficiencies

1st-Level Cleric (Order Domain) Feature   You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

1st-Level Cleric (Order Domain) Feature   You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature 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

2nd-Level Cleric (Order Domain) Feature   You can use your Channel Divinity to exert an intimidating presence over others.   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 drop what they are holding when they fail the saving throw.

Embodiment of the Law

6th-Level Cleric (Order Domain) Feature   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 Cleric Power Reservoir, and you regain all expended uses of it when you finish a long rest.

Divine Strike

8th-Level Cleric (Order Domain) Feature   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

17th-Level Cleric (Order Domain) Feature   Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Deities of the Order Domain


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