Divine Domain: Order

The Order domain is concerned with the enforcement of laws, rules, and structured systems. Some of these gods, such as Tyr, Heironeous, Helm, and Bahamut, preside over codes of chivalry and honor, or over the laws that bind together societies and civilizations. Others, including Rao and Azuth, are devoted to mental discipline, clarity of thought, and the illumination of truth. Followers of gods belonging to this domain strive to live up to their deities' examples of order, using the principles of truth and law to bring order to those stricken by chaos.

Deities of the Order domain are almost always lawful in alignment, and clerics of these deities usually follow suit.

Order Domain Spells

Cleric Level Spells 1st dissonant whispers, heroism 2nd calm emotions, see invisibility 3rd glyph of warding, remove curse 4th banishment, compulsion 5th planar binding, telekinesis

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Mantle of Ordered Thought

Also at 1st level, you can fortify your mind with divine clarity and discipline. As a bonus action on your turn, you can gain advantage on all Intelligence, Wisdom, and Charisma ability checks and saving throws you make for 1 minute or until you lose concentration on this effect (as if you are concentrating on a spell).

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Moment of Truth

Starting at 2nd level, you can use your Channel Divinity to protect your allies from mental assaults, granting them a flash of insight that dispels confusion and deception.

When you or a creature you can see within 30 feet of you (other than yourself) is forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to grant that creature a bonus to the saving throw. The bonus is equal to half your cleric level, rounded down.

Channel Divinity: Mind Crush

Starting at 6th level, you can use your Channel Divinity to overpower less disciplined minds.

As an action, you present your holy symbol, and one creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to 2d10 + your Wisdom modifier, and it has disadvantage on the next Intelligence, Wisdom, or Charisma ability check or saving throw it makes before the end of its next turn. On a successful save, the creature takes half as much damage and doesn't receive disadvantage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Exemplar of Order

By 17th level, you have disciplined your mind completely. You gain proficiency in Intelligence saving throws, and you are immune to being charmed and frightened.

































































































