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Cleric

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 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, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

Deities:

Deity Alignment Symbol
Aureon, god of law and knowledgeLNOpen Tome
Bane, god of tyrannyLEUpright black right hand, thumb and fingers together
Forseti, god of justice and lawNHead of a bearded man
Heimdall, god of watchfulness and loyaltyLGCurling musical horn
Majere, god of meditation and orderLGCopper spider
Pholtus, god of light and lawLGSilver sun partially eclipsed by a crescent moon
Tyr, god of justiceLGBalanced scales resting on a warhammer
Wee Jas, goddess of magic and deathLNRed skull in front of a fireball
Level Prepared Spells
3Command, Hold Person, Heroism, Zone of Truth
5Mass Healing Word, Slow
7Compulsion, Locate Creature
9Commune, Dominate Person

Subclass Features

Lv 3

Voice of Authority

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.

Order's Demand

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 ft of you must succeed on a WIS 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.

Domain Spells

Your connection with the divine ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 6

Embodiment of the Law

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 WIS modifier (Minimum 1) per long rest.

Lv 17

Order’s Wrath

Those you designate for destruction wilt under the assault of you and your companions. Once per long rest you can choose one target and you and up to three allies deal an additional 3D6 Psychic damage on a successful attack for one minute.

You can regain the use of this feature by expending a 3rd level spell or higher (No action required).