Since the Order Domain was released and I liked the base concept of it, I wanted to do my own spin on it and see if I could retool it to make it more coherent or at least feel that way. Comments are always appreciated and let me know if something could be improved, if this is violating something, etc.
//***The Order Domain***\\
Order Domain Spells:
Cleric Level
Spells
1st
Command, Heroism
3rd
Hold Person, Ray of Enfeeblement
5th
Mass Healing Word, Slow
7th
Compulsion, Locate Creature
9th
Commune, Dominate Person
*I felt a change was needed from Enhance Ability to Ray of Enfeeblement since it's a bit more thematically appropriate and shows the subtle nuances to stopping a person from disobeying the law.
Bonus Proficiencies: At 1st level, you gain proficiency with heavy armor.
Voice of Authority: At 1st level, immediately after you cast a spell of 1st level or higher on an ally, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
Channel Divinity- Order's Demand: Starting at 2nd level, 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 make a Wisdom saving throw. On a failed save, a target is 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 fall prone when they fail the saving throw.
Order's Domain: At 6th level, When you cast a 2nd level or higher enchantment spell, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. *Slight change to wording for my own sake
Potent Spell-casting: Starting at 8th level, once on each of your turns, you can add your Wisdom modifier to the damage you deal with any cleric cantrip or spell you cast. *This is a homebrew option for the original Potent Spell-casting ability that me and my players agreed on. I felt this was more appropriate than a Divine Strike ability as the Order's Domain feature revolves around spells.
Order's Wrath: Starting at 17th level, when a creature that was targeted by you succeeds on a saving throw from a spell of 1st level or higher, you can force that creature to take 2d8 Force damage. You can impose this effect on a creature once per turn. *While I did like the original Order's Wrath feature, it didn't fit with the spell centered focus of this subclass and could be abused to the Nine Hells and back. This, while potent in it's own right, is a nice flavorful ability to show what happens. When you don't follow an order, punishment is soon to follow. Plus it's optional so you don't accidentally kill that farmer NPC you are trying to negotiate with.
Rollback Post to RevisionRollBack
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
I like the changes, as I am quite interested in this Domain and feel your changes were thematically appropriate. However, I'm still scratching my head and the heavy armor proficiency. There has got to be something else we can put there because I don't see the point in a back row caster having heavy armor.
I'm picturing an Order cleric being like a wh40k commissar, barking orders, rallying the squad, having a commanding presence that inspires fear and awe, and a REALLY LOUD VOICE. I will say I'm not sure if I'm sold on your interpretation of orders wrath, I feel like it fit the theme a little better than your fix. I feel like yours isn't really all that spectacular for a capstone, you know? I mean at level 18 you are practically a demigod.
That is fair enough. Most cleric do have a proficiency of some kind or given a new cantrip, but I don't think Thaumaturgy would really be to neat of a 1st level ability (although thematically appropriate). I'm just not sure what to put here though having heavy armor isn't that bad seeing as they are still a force on the battlefield and any spell-caster will the ability to wear heavy armor would surely wear it.
Now what do you mean about the Order's Wrath problems? It's a rather potent ability I feel as it causes damage to those that save against your spells. And since you can really only cast one spell per round anyway, there is no way to boost the damage and it allows their other non-damaging abilities to still be useful in that they can cause harm. Plus it's very thematic. Now the original Order's Wrath was very potent as well, but could be abused as everyone could deal 2d8 additional damage by default once per round if everyone attacked. It doesn't fit with the theme of the subclass I feel and it's not very spell focused.
What would you recommend it be changed to? Also, thanks for the comment and criticism!
Rollback Post to RevisionRollBack
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
Personally, I haven't been a player in a group yet (I'm the defacto DM for mine so I can only speak from an NPC standpoint) but those sound like good options since you want to play a more support role
If I were to make a character or NPC for this domain, I'd probably shoot for a ex-military sergeant or a Chaplin and have them maybe gain a sort of overbearing personality when he's put in charge or in a battle scenario. Cantrips would be Sacred Flame, Thaumaturgy, and Mending. 1st level spells would be Bane, Healing Word, Inflict Wounds, and Shield of Faith, making him more of a back-line support that could go into melee if need be
Rollback Post to RevisionRollBack
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
To post a comment, please login or register a new account.
Hello fellow players/DMs,
Since the Order Domain was released and I liked the base concept of it, I wanted to do my own spin on it and see if I could retool it to make it more coherent or at least feel that way. Comments are always appreciated and let me know if something could be improved, if this is violating something, etc.
//***The Order Domain***\\
Order Domain Spells:
*I felt a change was needed from Enhance Ability to Ray of Enfeeblement since it's a bit more thematically appropriate and shows the subtle nuances to stopping a person from disobeying the law.
Bonus Proficiencies: At 1st level, you gain proficiency with heavy armor.
Voice of Authority: At 1st level, immediately after you cast a spell of 1st level or higher on an ally, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
Channel Divinity- Order's Demand: Starting at 2nd level, 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 make a Wisdom saving throw. On a failed save, a target is 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 fall prone when they fail the saving throw.
Order's Domain: At 6th level, When you cast a 2nd level or higher enchantment spell, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. *Slight change to wording for my own sake
Potent Spell-casting: Starting at 8th level, once on each of your turns, you can add your Wisdom modifier to the damage you deal with any cleric cantrip or spell you cast. *This is a homebrew option for the original Potent Spell-casting ability that me and my players agreed on. I felt this was more appropriate than a Divine Strike ability as the Order's Domain feature revolves around spells.
Order's Wrath: Starting at 17th level, when a creature that was targeted by you succeeds on a saving throw from a spell of 1st level or higher, you can force that creature to take 2d8 Force damage. You can impose this effect on a creature once per turn. *While I did like the original Order's Wrath feature, it didn't fit with the spell centered focus of this subclass and could be abused to the Nine Hells and back. This, while potent in it's own right, is a nice flavorful ability to show what happens. When you don't follow an order, punishment is soon to follow. Plus it's optional so you don't accidentally kill that farmer NPC you are trying to negotiate with.
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
I like the changes, as I am quite interested in this Domain and feel your changes were thematically appropriate. However, I'm still scratching my head and the heavy armor proficiency. There has got to be something else we can put there because I don't see the point in a back row caster having heavy armor.
I'm picturing an Order cleric being like a wh40k commissar, barking orders, rallying the squad, having a commanding presence that inspires fear and awe, and a REALLY LOUD VOICE. I will say I'm not sure if I'm sold on your interpretation of orders wrath, I feel like it fit the theme a little better than your fix. I feel like yours isn't really all that spectacular for a capstone, you know? I mean at level 18 you are practically a demigod.
That is fair enough. Most cleric do have a proficiency of some kind or given a new cantrip, but I don't think Thaumaturgy would really be to neat of a 1st level ability (although thematically appropriate). I'm just not sure what to put here though having heavy armor isn't that bad seeing as they are still a force on the battlefield and any spell-caster will the ability to wear heavy armor would surely wear it.
Now what do you mean about the Order's Wrath problems? It's a rather potent ability I feel as it causes damage to those that save against your spells. And since you can really only cast one spell per round anyway, there is no way to boost the damage and it allows their other non-damaging abilities to still be useful in that they can cause harm. Plus it's very thematic. Now the original Order's Wrath was very potent as well, but could be abused as everyone could deal 2d8 additional damage by default once per round if everyone attacked. It doesn't fit with the theme of the subclass I feel and it's not very spell focused.
What would you recommend it be changed to? Also, thanks for the comment and criticism!
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
I'm just trying this order and I've already fallen in love. It's an excellent healer/buffer!
Just out of curiosity, what spells did you go with to start you campaigns?
I chose Light , Sacred Flame , and Guidance for my cantrips along with Guiding Bolt , Cure Wounds , Bless , and Sanctuary for my 1st level spells.
Personally, I haven't been a player in a group yet (I'm the defacto DM for mine so I can only speak from an NPC standpoint) but those sound like good options since you want to play a more support role
If I were to make a character or NPC for this domain, I'd probably shoot for a ex-military sergeant or a Chaplin and have them maybe gain a sort of overbearing personality when he's put in charge or in a battle scenario. Cantrips would be Sacred Flame, Thaumaturgy, and Mending. 1st level spells would be Bane, Healing Word, Inflict Wounds, and Shield of Faith, making him more of a back-line support that could go into melee if need be
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1