Order

The Order domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods.

Clerics of Order believe that well-crafted laws establish legitimate hierarchies and that those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, then they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

Branch Features

Branch Spells

Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.

If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.

Spell Level Spells Cost
1st Command, Heroism 2 Character Points per Spell
2nd Hold Person, Zone of Truth 4 Character Points per Spell
3rd Mass Healing Word, Slow 6 Character Points per Spell
4th Compulsion, Locate Creature 8 Character Points per Spell
5th Commune, Dominate Person 10 Character Points per Spell

Talents

Talent CP Prerequisites
Voice of Authority 5 -
Order’s Demand - Channel Divinity
Embodiment of the Law 20 3rd Level Spells and Voice of Authority
Order’s Wrath 80 8th Level Spells and Embodiment of the Law

Voice of Authority

Cost: 5 Character Points

You can invoke the power of law to embolden an ally to attack.

If you cast a spell using mana and target an ally with the spell, that ally can use a free action at the beginning of their next turn to make one weapon or cantrip 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.

Order’s Demand

Prerequisite: Channel Divinity and Voice of Authority
Actions: 2

You exert an intimidating presence over others.

You present your holy symbol and use your Channel Divinity. Make a charm attack vs the Wisdom defence of each creature of your choice within 30 feet of you that can see or hear you. On a hit, a creature is 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 are hit by your attack.

Embodiment of the Law

Cost: 20 Character Points
Prerequisite: 3rd Level Spells and Voice of Authority

You have become remarkably adept at channeling magical energy to compel others.

If you cast a charm spell using 1 or more mana, then you can change the spell’s casting time to 1 Action for this casting, provided that the spell’s casting time is normally 2 Actions.

You can use this feature a number of times equal to your spellcasting attribute modifier and you regain all expended uses of it when you finish a long rest.

Order’s Wrath

Cost: 80 Character Points
Prerequisite: 8th Level Spells and Embodiment of the Law

Enemies that 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, as a free action you can curse that creature until the start of your next turn. The next time that you or one of your allies hits the cursed creature with an attack, the target also takes 2d8 mental damage and the curse ends. You can curse a creature in this way only once per turn.