Order Bloodline

The cosmic force of order has suffused you with magic. That power arises from a plane of existence shaped entirely by structure and efficiency. You, or someone from your lineage, might have become entangled in the machinations of the orderly beings who inhabit such a place. Whatever its origin within you, the power of order can seem strange to others. However, for you, it is part of a vast and glorious system.

Consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Manifestations of Order

| d6 | Manifestation | |:–:|:————–| | 1 | Spectral cogwheels hover behind you. | | 2 | The hands of a clock spin in your eyes. | | 3 | Your skin glows with a brassy sheen. | | 4 | Floating equations and geometric objects overlay your body. | | 5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. | | 6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |

Branch Features

Bonus Spells

Once you can cast spells of a given level, select two spells of that spell level from the list below as bonus spells. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.

If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.

Spell Level Spells
1st Alarm, Protection from Evil and Good, Sanctuary
2nd Aid, Knock, Lesser Restoration, See Invisibility
3rd Dispel Magic, Nondetection, Protection from Energy, Tiny Servant
4th Banishment, Death Ward, Freedom of Movement, Summon Construct
5th Dispel Evil and Good, Greater Restoration, Wall of Force

Talents

Talent CP Prerequisites
Restore Balance 5 Arcane Spellcasting
Bastion of Law 20 3rd Level Arcane Spells and Restore Balance
Trance of Order 50 7th Level Arcane Spells and Bastion of Law
Clockwork Cavalcade 80 9th Level Arcane Spells and Trance of Order

Restore Balance

Cost: 5 Character Points
Prerequisite: Arcane Spellcasting
Action: Free

Your connection to the plane of absolute order allows you to equalize chaotic moments.

On your turn, you can designate a creature within 60 feet. Until the beginning of your next turn, that creature does not benefit or suffer from circumstantial sources of +/-1d.

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

Bastion of Law

Cost: 20 Character Points
Prerequisite: 3rd Level Arcane Spells and Restore Balance
Action: 2, Free
Trigger: A warded creature takes damage.

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order.

Using 2 Actions, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

Cost: 50 Character Points
Prerequisite: 7th Level Arcane Spells and Bastion of Law

You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

Cost: 80 Character Points
Prerequisite: 9th Level Arcane Spells and Trance of Order
Actions: 2

You summon spirits of order to expunge disorder around you.

You summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 30 stamina, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 mana to use it again.


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