Path of Order

Those on the Path of Order serve the ideals of Dracar and Mechanus, craving order and predictability in the universe before all else. They specialize in controlling both outcomes and other creatures.

Path of Order Spells

Priest Level

Spells

1st

Faerie Fire, Magic Missile

3rd

Calm Emotions, Zone of Truth

5th

Hypnotic Pattern, Dispel Magic

7th

Compulsion, Dominate Beast

9th

Animate Objects, Dominate Person

Channel Divinity: Enforce Order

As an action you can use your power to impose outcomes aligned with your will. Choose either advantaged or disadvantage and choose up to four creatures you can see within 60 feet of you. They make their next attack roll, ability check, or saving throw with either advantage or disadvantage, depending on your choice.

Control Mechanism

As a devotee of Mechanus, you have mastered the art of instilling your will into mechanical creatures. Using 10GP worth of metal and other supplies, you can create a tiny, will-less construct capable on enacting your will, known as a Mechanism. The construct obeys only you and becomes inanimate if you fall unconscious or if you use this feature to create another Mechanism. The Mechanism uses the stat block of any creature from the Find Familiar spell, expect that it is a construct. The construct can record and play a length of audio and visual equal to six times your priest level in seconds.

Predictable

At 1st level, after you cast a spell that deals damage or restores hit points you can replace one of the dice rolled with the average roll rounded up. You may only do so once per turn. At 6th level you can replace two such dice per turn. At 18th level you can replace three such dice. You can use this ability a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a short or long rest.

Stabilize

At 6th level, you and your allies rarely suffer from unfortunate accidents. Whenever you or an ally within 30 feet of you rolls a natural one on a saving throw, they can use their reaction to remake the roll.

Quell the Violent

At 11th level, you have learned to shield yourself and your allies from chaos and violence. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and you regain all expended uses after completing a long rest.

Battlefield Control

At 18th level, as an action you can cancel all spell effects of 5th level or lower in a 30-foot radius of you. After you use this feature you may not use it again until you complete a long rest.