Order
Much like Dragon Maidens are called by Ao and Bahumat, Order Saints are called by Ao and Primus. An Order Saint chooses to side with an eternal mission of one of the most powerful beings of the universe, the Inevitables. They fight chaos and evil in the pursuit of upholding law. At the peak of their power their spells cannot miss and always succeed as Law cannot be frustrated when in the hands of a worthy Saint.
Inevitables:
The Inevitables are sentient Constructs made by Primus and are virtually unstoppable with each one enforcing a fundamental law of the universe. Roll 1D10 to determine your affiliation or choose one that suits your character.
| 1D10 | Inevitable |
|---|---|
| 1-2 | Kolyarut: They enforce oaths, promises, and contracts of all types with exactness. |
| 3-4 | Marut: They enforce entropy for all must end for true immorality is only for gods. |
| 5-6 | Quarut: They enforce the natural flow of time and space and destroy all that threaten it. |
| 7-8 | Varakhut: They destroy those that seek godhood and protect deities from deicide. |
| 9-10 | Zelekhut: They deal with those who have been judged and have escaped punishment. |
Subclass Features
Logical
Your mind is exact and logical. You have proficiency with Persuasion or one other skill if you are already proficient. If you would fail a Persuasion check you can reroll the check and take the new results.
You can use this feature a number of times per long rest equal to your WIS modifier (Minimum 1).
Divine Territory
You can channel your power through and create your own form of Hallowed Ground, your Divine Territory that exists to further your cause and enable you to perform your duty. You can use a reaction to place your Divine Territory as long as you are not Surprised or Incapaciated. It remains in a gently glowing square with each side being 5 ft times your Saint level. Your Divine Territory quickens the righteous and slows evil. The Divine Territory remains in place regardless of whether or not you are within the area. It has the following features:
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Creatures of your choice gain a bonus to Initiative equal to your WIS modifier (Minimum 1).
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Creatures of your choice gain a penalty to Initiative equal to your WIS modifier (Minimum 1).
You can use this feature once per long rest or you can regain the use of this feature by expending a 1st or higher level spell slot (No action required). If you create a new Divine Territory, the first Divine Territory ends.
Holy Calling Spells
Your Oath and devotion grant you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Spells |
|---|---|
| 3 | Command |
| 5 | Zone of Truth |
| 9 | Slow |
| 13 | Compulsion |
| 17 | Dominate Person |
Prayers of Balance
Your Holy Calling manifests additional prayers you can use with your Saint’s Prayers feature.
Prayer for Justice: You utter a prayer calling down judgement. You pray for 10 minutes and at the end of the Prayer up to 6 creatures that heard the Prayer gain a +2 bonus to damage to Evil Aligned creatures for the next hour.
Prayer for Order: You utter a prayer pleading for order to take hold and be a guide. You pray for 10 minutes and at the end of the Prayer you choose one target that hears the entirety of the Prayer and for the next hour they choose one skill check and instead of rolling to make the skill check, the check’s result becomes 10.
Holy Aura
Order reigns supreme within your presence. If a creature makes a D20 test within 15 ft of you and has advantage or disadvantage you can use your reaction to have the D20 test be made normally. You can use this feature a number of times per long rest equal to your WIS modifier (Minimum 1). You regain one use of this feature after completing a short rest.
Divine Will
By the authority you have as a Saint you command a certain right to judge others righteously. You can use an action to Favorably Judge a target or Harshly Judge a target within 60 ft of you.
Favorable Judge: You judge them a champion of order and enable them to strike against chaos. The next attack the target makes within the next minute is a hit as long as the attack is possible (Attacks out of range fail as normal).
Harshly Judge: You judge them an agent of chaos and thwart their plans. Their next attack within the next minute is an automatic miss. A creature can only be affected by this feature once every 24 hours.
You can use this feature once per long rest. You can expend a 3rd level or higher spell slot to regain the use of this feature (No action required).
Stigmata of Order
The Mark of the Order has appeared on you in the form of part of your body becoming a clockwork construct in homage to the seat of order: Mechanus. Choose one part of your body such as an arm, leg, part of your face, of approximately 1/10 of your body in area and it becomes made of interlocking gears of brass, bronze, silver, and gold. When the Stigmata appears on you, your entire being tries to reach equilibrium. Your highest ability score is reduced by 2 and your lowest ability score is increased by 2. Your clockwork modification has the following features:
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Any critical hit becomes a normal hit against you.
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The first two levels of Exhaustion have no effect on you.
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Your AC increases by 2.
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Once per long rest instead of making an attack roll you can declare the attack as a hit as long as the attack is possible.
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Once per long rest instead of making a spell attack roll or causing a creature to make a saving throw the attack hits or the saving throw fails as long as the spell effect is possible.
You can use an action and choose a creature within 60 ft of you and the Stigmata appears on them in the form of a gear appearing on their person in the same place as your Stigmata. The target cannot attack you unless they succeed a DC 20 WIS saving throw at the start of each of their turns while the Stigmata is in place. The Stigmata remains on the target until they die or after 1 hour passes in which it returns to you.
Relic of the True Order
Every Saint grows in power until a Relic of great power manifests itself to the Saint it is destined for. The powers of the Relic are unique to the Saint and cannot be used by any other unless the Saint has passed on and wills a successor to be able to wield it. The Relic of the True Order takes the form of a set of platinum scales, the figure in the center of the scales being the shape of the Inevitable you have associated with. The right-hand scale is embossed with a feather symbolizing the Feather of Truth. The left-hand scale is embossed with a serpent’s head symbolizing a serpent’s treachery. You gain a property associated with the Inevitable you are associated with.
Kolyrut: The scales tip to the left if a creature within 60 ft of you is lying or not keeping an oath they made. The scales tip to the right if a creature within 60 ft of you is telling the truth or is being true to an oath they made.
Marut: The scales tip to the left if a creature who devourers souls or is attempting to reach immortality through unsanctioned means such as a Lich is within 1 mile of you.
Quarut: Creatures within 60 ft of you must make a DC 20 WIS save before they can teleport or use an effect that would change the flow of time such as the spell Time Stop.
Varakhut: The scales tip to the left if a creature within 1 mile of you is undermining a deity or attempting to ascend to godhood by unsanctioned means.
Zelekhut: The scales tip to the left if there is a criminal that has been convicted within 300 ft of you that is not in prison or under guard.
The Relic has 3 Minor Properties that are divided between all Saints and Order Saints. You can choose a combination of at least 1 Saint and 1 Order Saint property. Roll 1D8 each time.
The Relic has 2 Major Beneficial Properties. You have 1 Saint and 1 Order Saint property. Roll 1D8 each time.
Saint Property
| 1D8 | Feature |
|---|---|
| 1 | You gain one skill proficiency or learn one language. |
| 2 | You gain Immunity to one condition that is not Incapacitated, Paralyzed, Petrified, Prone, or Unconscious. |
| 3 | You gain one damage Resistance that is not Bludgeoning, Piercing, or Slashing. |
| 4 | You learn one Cantrip of your choice that is not Class exclusive. |
| 5 | You can cast one 1st level spell you know without expending a spell slot once per long rest. |
| 6 | You can cast one 2nd level spell you know without expending a spell slot once per long rest. |
| 7 | You can cast one 3rd level spell you know without expending a spell slot once per long rest. |
| 8 | You gain a +1 bonus to AC. |
Order Saint Property
| 1D8 | Feature |
|---|---|
| 1 | You gain one skill proficiency or learn one language. |
| 2 | You gain Immunity to one condition that is not Incapacitated, Paralyzed, Petrified, Prone, or Unconscious. |
| 3 | You gain one damage Resistance that is not Bludgeoning, Piercing, or Slashing. |
| 4 | You learn one Cantrip of your choice that is not Class exclusive. |
| 5 | You gain a +1 bonus to AC. |
| 6 | You can detect if a creature is telling a lie within 10 ft of you. You are unable to determine if the lie is one of omission or commission. |
| 7 | Your Proficiency Bonus is increased by 1. |
| 8 | Choose one ability score, you have a +2 bonus to saving throws for that ability score. |
Saint Property
| 1D8 | Feature |
|---|---|
| 1 | Choose one ability score and you increase the ability score by 2. The maximum score for that ability becomes 22. |
| 2 | As long as you have at least one hit point remaining you regain 1D6 hit points at the start of each of your turns. |
| 3 | Your melee attacks and unarmored strikes or your spell attacks deal an additional 1D8 Radiant damage. |
| 4 | You can cast one 4th level spell you know without expending a spell slot once per long rest. |
| 5 | You can cast one 5th level spell you know without expending a spell slot once per long rest. |
| 6 | Your spell save DC and spell attack bonus is increased by 1. |
| 7 | You gain a 6th level spell slot and can learn one spell from the Cleric spell list. |
| 8 | You gain Immunity to two conditions of your choice that are not Incapacitated, Paralyzed, Petrified, Prone, or Unconscious. |
Order Saint Property
| 1D8 | Feature |
|---|---|
| 1 | Your form cannot be changed by magical means that you do not allow. |
| 2 | You understand all languages. |
| 3 | Your Passive Perception and Investigation scores are increased by 7. |
| 4 | Once per long or short rest you can use an action and force a target you can see within 90 ft of you to make a WIS saving throw DC equal to your spell saving throw and on a failed save the target is teleported up to 90 ft toward you in a location that is unoccupied and is not dangerous. |
| 5 | Each time you hit a creature that is Large or smaller with a melee attack or unarmed strike the target must make a STR saving throw DC equal to your spell save DC and on a failed save are pushed 10 ft away from you. |
| 6 | When you take the Dash action you no longer provoke attacks of opportunity. |
| 7 | The first time you hit a creature with a melee or unarmed strike each turn you can force the target to make a WIS saving throw DC equal to your spell save DC and on a failed save they cannot take reactions until the end of their next turn. |
| 8 | If you land a critical attack on a target, the target must drop one item of your choice that they are holding. If they are not holding an item they take an additional 2D10 Psychic damage. |