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 the paragons. 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. Within the Shattered Realm, followers of the Order Domain typically look to the following [[The Paragons|Paragons]] for power, although others may apply. - [[The Paragons#Beynn|Beynn]] - [[The Paragons#Cyrix|Cyrix]] - [[The Paragons#Dalgost|Dalgost]] - [[The Paragons#Koris|Koris]] - [[The Paragons#Nytaris|Nytaris]] <br> ___ ### 1st Level <br> ##### Order Domain Spells You gain domain spells at the Cleric levels listed. They do not count against the number of spells you know. | Cleric Level | Order Domain Spells | | :----------: | -------------------------------------------------------------------------------------------------------- | | 1 | [[Occult Spells#Command\|command]], [[Divine Spells#Heroism\|heroism]] | | 3 | [[Occult Spells#Hold Person\|hold person]], [[Divine Spells#Zone of Truth\|zone of truth]] | | 5 | [[Divine Spells#Mass Healing Word\|mass healing word]], [[Arcane Spells#Slow\|slow]] | | 7 | [[Occult Spells#Compulsion\|compulsion]], [[Divine Spells#Locate Creature\|locate creature]] | | 9 | [[Divine Spells#Commune\|commune]], [[Occult Spells#Dominate Person\|dominate person]] | <br><br> ##### 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. <br> ___ ### 3rd Level <br> ##### Channel Domain Option At 3rd level, you gain the following [[Cleric#Channel Domain|Channel Domain]] option. <br> ###### Channel Domain: Order’s Demand >You can use your [[Cleric#Channel Domain|Channel Domain]] to exert an intimidating presence over others. > >As an action, each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be [[Conditions#Charmed|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. <br> ___ ### 6th Level <br> ##### Embodiment of the Law You have become remarkably adept at channelling magical energy to compel others. If you cast a spell of the [[Spellcasting#Schools of Magic|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 Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a [[Survival Needs#Long Rest|long rest]]. <br> ___ ### 17th Level <br> ##### Order's Wrath Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal damage to a creature on your turn, you can place a [[Ailments#Minor and Major Curses|minor curse]] on that creature until the start of your next turn. When one of your allies hits the cursed creature with an attack, the creature takes an additional 1d8 psychic damage. You can only curse a creature in this way once per turn.