Cleric
Base Class: Cleric

Gold represents ordering; an organizing of concepts, people, places, magic... Anything can be ordered, can be put into line. Runes bear mark into the many things made and created in reality, defying reasonless and chaotic notions. Alien presences, cosmic horrors, and all other definers of that order shall be branded in gold, made to kneel to the force of order and reason. The golden word of law rings out, shackling the madness of the realms, and it's ordered servants have an infinite well of zealotry from which to enact it.

Domain Spells

You gain domain spells at the cleric levels listed in the Gold Domain Spells table. See the Divine Domain class feature for how domain spells work.

Note: Spells will need to be manually added

Gold Domain Spells

Cleric Level Spells
1st Thunderwave, Tenser's Floating Disk
3rd Alter Self, Arcane Lock
5th Crusader's Mantle, Nondetection
7th Secret Chest, Stone Shape
9th Awaken, Animate Objects

Golden Ordering

At 1st level, you gain the ability to instill order on that which resists common good. When casting a spell that has no verbal component, or explicitly mentions giving a verbal or mental command (such as the command or suggestions spells) you may add in a verbal demand of ordering. Creatures who would make a wisdom, intelligence or charisma saving throw against a spell you cast in this way do so even if they cannot understand your language, and at disadvantage if they are under the effects of a rune you have created. If a creature fails the saving throw, they are not inexorably compelled to follow the command you set forth. Instead, the command rings within their mind constantly for the next minute, only potentially affecting their disposition and actions.

Eyes of Gold

At 1st level, you gain the ability to occasionally sense the presence of runes and similar order magics. As an action, you can open your awareness to magically detect spells and magical effects that directly apply to objects and creatures (such as the symbol spell, or the bladesong ability). Until the end of your next turn, you know the location of any of these effects within 60 feet of you that isn’t protected from divination magic. This sense gives you some basic information about the ability's function, such as "This ability increases a user's agility".

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

Channel Divinity: Golden Order

Starting at 2nd level, you can use your Channel Divinity in order to call upon the golden order's greatest tool; the golden rune. Branding a rune onto a creature or object is a sacred act; but you many only have a total amount of runes placed on creatures equal to your proficiency bonus. As for objects, an amount of runes may be placed upon them in accordance with their magical potence: one rune for mundane items and better, two for rare and better, and three for legendary items or better. Runes last until removed, or until the creature or object dies or is destroyed respectively. The reach of all runes, in terms of when you can apply them is 5ft unless specified otherwise. A rune can be removed via casting the Ceremony spell on hallowed ground. Different runes will have different effects and abilities, as well as different costs. Some runes expend a channel divinity, while others do not. If a creature is not willing to take on a rune, they may make a charisma saving throw against your spell save DC.

You also learn your very first rune at level 2, using your channel divinity: 

Ring of Self: This rune can be applied to creatures, lasting until dispelled. However, the rune immediately ends if it's creator is not on the same plane (realm or otherwise) as the Rune's bearer. You may apply this rune as an action (using your channel divinity). While you have this rune, you lose proficiency with light, medium and heavy armor. Instead, while wearing clothing, your base armor class is calculated as: 10 + Wisdom + Intelligence + Charisma (mod, not score. Using your mod, not the rune's creator). 

Seal of Judgement and Righteousness

At 6th level, you learn two new runes that you may imbue upon reality, the ordering rune of Judgement and the ordering rune of Righteousness. 

Judgement: This rune can be applied to objects that are 10ft x 10ft or smaller as a bonus action, lasting until dispelled. When applied, the object becomes hallowed, cannot travel planes or realms, and cannot be desecrated unless this rune is removed. While the object is within 5ft of an illusion or disguise, it reveals the true form of the being. A creature wearing an object that provides armor class with this rune upon it cannot be surprised.

Righteousness: This rune can be applied to creatures as an action, lasting until dispelled, or until the rune's creator is on another plane of existence from the bearer. The creatures gains a crown and footwear of pure runes, taking up equipment space for other items. While wearing the pair of these items, they make make strength checks using dexterity, and charisma checks using wisdom. 

Rune of Hallowing and Sanctification

Starting at 8th level, you learn two more runes that may be applied:

Rune of Hallowing: This rune can be applied to any weapon that deals bludgeoning damage as an action, lasting until dispelled, or until the item and it's creator are on different planes of existence. The rune can also be applied to the same weapon, up to that items rune limit. The weapon is runed with a searing light, allowing it to produce a small amount of light equal to that of a torch. In addition, that light can be fed power, shattering it outward into an offensive rune attack. Using a spell slot as you normally would, you may cast the spell Destructive Wave through the hammer, as if using it as a spellcasting focus, slamming it down and creating a rune upon the ground when you cast the spell. That ground becomes hallowed if it is not already desecrated, as the hammer spreads it's rune of hallowing onto the ground itself, the golden, circular rune clearly visible upon it. Each time you strike the ground within the area of the first rune, it is empowered with another rune, often overlapping, to a maximum amount equal to the amount of runes of hollowing on the hammer itself. With one rune, the area acts as if you had cast magic circle upon it. With two, the hallow spell. Finally with three runes, the spirit shroud spell at 5th level (always radiant). 

Rune of Sanctification: This rune can be applied to creatures as an action, lasting until dispelled or until the rune's creator and bearer are on different planes of existence. Once per turn, the creature may add your Wisdom modifier to the damage they deal with any spell that deals radiant, fire or force damage. Also while the rune is active, they are under the effects of the spell Friends, with the rune's creator as the caster until the rune ends.

Rune of Ordering and Rune of Sealing

Starting at 17th level, you learn your most powerful, amazing runes of the golden order, the runes of Ordering and Sealing. These runes require your channel divinity to use, and require three times as many dispelling attempts to dispel. These attempts cannot be made by the same creature.

Rune of Ordering: This rune can be applied to both creatures and objects as a bonus action, and requires both your channel divinity and divine intervention to be expended (not rolling the d100). While afflicted by the rune of ordering, objects are affected by the spell Awaken. Bearers of the rune feel the presence of a god watching over them constantly; an unknowable god of the golden order who abides over their actions, akin to an unknowable, eldritch, golden entity. Creatures under this rune are under the god's influence, as if under the effects of the spell Geas, except it is not a charm, the damage can apply any amount of times, and it's duration is indefinite until this rune ends. You do not decide the spell's command; instead, roll 2d6 and choose one of the two options rolled, using them as the command. The command will also list the psychic damage dealt for disobeying it, instead of always being 5d10:

1. Do not harm others who have not harmed you. (2d10)

2. Do not bear arms against those who bear a rune. (10d10, start of turn)

3. Use no sorcery (spells, 4d10)

4. Speak no falsehoods (12d10)

5. Bear no injuries (1d10)

6. Do not resist influence (pass saving throws, 8d10)

Rune of Sealing: This rune holds the power to seal a heretical creature forevermore. As an action you may activate this rune upon a creature. If they are under the effects of another rune, including the hallowed ground of the hallow rune, they have a -5 to their saving throw against it for each rune. After applying this rune to a creature, you can cast the spell imprisonment, using it's full casting time and spell slot cost. However, creatures cannot choose to pass the saving throw against it's effect, and the material to cast it is provided within a rune applied to the creator's body. If that creature damages you while you are casting the spell, one additional round passes on it's casting time. If the spell is successful, it cannot be removed by any means short of a wish until the rune is dispelled first. Even if the rune is dispelled, the spell must be removed for it's effect to end as it normally would be.

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