The Orders of the Sons

The Orders of the Sons were first conceptualized as a military necessity to defend the adherents of the Wives. During the rebellion of the magister Cyndix in 253 FV, a single champion was chosen for each of the seven wives and sons of Hūn to lead a crusade to defeat the devotee of Agni and D'kar. The success of their campaign resulted in the formation of the Church of the Wives, and their order militant, the Orders of the Sons.

While often referred to as a collective, the Orders of the Sons are technically seven separate orders that follow a blanket of rules of conduct, which is bent or changed slightly depending on the Son they revere. Adherents of Sons that are considered unsavory or evil by the Republic of Valoren may need to act to a stricter accord, though many may find themselves heavily scrutinized outside of the Republic by other cultures.

The Church of the Wives is focused on healing, building, and travelling the world to convert and sing the praises of the wives and the sun god. The Orders of the Sons, however, are sent to deliver justice. Most tend to operate within the boundaries of Valoren, but can be sent on missionary tasks with clerics of the wives for protection. Any Valorean knows that to meddle with one of the adherents of the Seven Sons is to invoke the wrath of the gods themselves.

Each Order is led by a single Justicar, who in turn commands the Templars of the order. Though no formal ranks exist outside of these, tenure or position in other military or political bodies may fill certain individual's words with more weight. The Justicars vote on a single High Justicar to serve as a representative within the Council of Valoren, who holds the office until resignation, death, or a majority vote of ineptitude by the remaining six justicars. In the event of a tie, the High Cardinal offers the final vote. This is a reflection of the foundation of the rule, which was invoked only once following the defeat of Cyndix and saw the seven champions of the gods at odds to remove the hero of the battle, Hans Luffner. Luffner was an adherent of Agni, which the brothers saw as poor optics following the event and Luffner's bloodthirsty attitude.

The headquarters of the Orders are seven sects beneath the Keep of the Seven, hidden away in training and study until called upon by their gods.

## Paladin: The Orders of the Sons

At 3rd level, you can take an oath to any of the seven sons of Hūn. Your training and history is typically tied to the order you choose, and the oath cements your bond. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

**Fidelity Bonus**: Valoren (half-elves or humans) receive Inspiration at the start of every session.

### Tenets of the Orders

* **Law**. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
* **Loyalty**. Your word is your bond. Without loyalty, oaths and laws are meaningless.
* **Courage**. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

When you take this oath at 3rd level, you gain the following Channel Divinity option:

**Channel Divinity**

* *Emissary of the Gods.* You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma checks for the next 10 minutes.

### Avatar of Hūn

At 20th level, you can use an action to become an avatar of the Sun God, embodying all of his Sons. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

* Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
* You have resistance to all damage.
* You can replace the damage type of any damage you deal with Lightning, Force, Poison, Cold, Fire, Necrotic, or Psychic.

Once you use this feature, you can't use it again until you finish a long rest.

## The Warmongers - Templars of Jaal

The Warmongers are famous for their namesake, delivering justice in righteous combat across the land. Their violence is pointed, helping to instill peace and order when other methods fail. Led by the High Justicar Aireine Edhrekir, it is not uncommon that the simple invocation of the name of Jaal is enough to cause the weak knees of tyrants buckle.

**Order Tenet**

* **Justice.** No social standing or personal biases can sway the true arm of judgment.

When you take this oath at 3rd level, you gain the following Channel Divinity option and aura:

**Channel Divinity**

* **Rain Fire**. You can use your Channel Divinity to transform your weapon into a crackling bolt of judgment. As a bonus action, you enchant your weapon, increasing it's range to 20/30 (1H) or 10/20 (2H) and granting it the Thrown property. It deals magical radiant damage, and you add your Charisma modifier to damage made with this weapon. The enchantment lasts for 1 minute. While the enchantment persists, you can use a bonus action to cause the weapon to reappear in your open hand in a flash of lightning.

**Aura**

* **Aura of Justice**. You emanate an aura that fills you and your enemies with the looming judgment of Jaal. Any creature of your choice within 5 feet of you at the start of their turn must take a Wisdom saving throw or have their movement speed reduced to 0. When you reach 18th level in this class, the range of the aura increases to 10 feet.

**Smite**

* **Jaal's Fist**. At 7th level, when you deal damage from your Divine Smite for the first time in your turn, the target must succeed on a Strength saving throw or be knocked prone. Additionally, you can choose for your Divine Smite to inflict lightning damage instead of radiant.

**Lay on Hands**

* **Flames of the Just**. At 15th level, you are able to sear the souls of the wicked with your presence alone. As an action, you can spend a number of points from your Lay on Hands pool equal to or less than your Paladin level. A single fiend, undead, or fey within 10 feet takes that much radiant damage.

## The Windswept- Templars of Sorin

The Windswept are a small and odd sect, focusing on harnessing the infinite knowledge of the universe into piety. Often a challenge for any who worship Sorin, the Windswept have begun to model their order more on the battlemages of far Eldiri as time proves the structure powerful. Though often viewed as sages that only have wisdom to offer, the recent appointment of Morl Bluebeard as Justicar has helped alter their public perception to include the fearless and often reckless nature they have always held in their hearts.

**Order Tenet**

* **Preservation.** Society and the traditions she holds should be protected at all cost.

When you take this oath at 3rd level, you gain the following Channel Divinity option and aura:

**Channel Divinity**

* **Arcane Knowledge**. You can use your Channel Divinity to restore one lost spell slot to a number of creatures within 30 feet equal to your Charisma modifier (Min 1). The slot cannot exceed the highest level spell available to you.

**Aura**

* **Aura of Sight**. You emanate an aura that fills you and your allies with the vision of Sorin. Creatures of your choice within 10 feet of you are granted Truesight (10 feet) and can read a number of times faster based on your Charisma modifier. When you reach 18th level in this class, the range of the aura increases to 30 feet.

**Smite**

* **Sap Reason**. At 7th level, when you hit a creature with an attack, you can expend one spell slot. Choose Intelligence, Wisdom, or Charisma. The creature loses points in that statistic (Min 1) and you gain the amount lost (Max 20). The amount is 2d4 for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. Only one creature can be affected by this at a time. The effect lasts 1 minute. At the end of each of the creature's turns, it can attempt to pass a saving throw of the chosen statistic, ending both effects on a success.

**Lay on Hands**

* **War Song**. At 15th level, you are able to inspire those around you with the divine songs of Sorin. When you spend 5 or more points from your Lay on Hands pool, you can additionally grant the affected creature Advantage on their next Attack Roll, Skill Check, or Saving Throw.

## The Order of the Hidden Hand- Templars of Lucas

While most paladins are headstrong, loud and proud to fight for their deity, the Order of the Hidden Hand thrive on duplicity and obfuscation. Few worship the god of deceit, knowing the folly in trusting his words, so the paladins of this order strive to live as Lucas would: exemplifying his chaotic morals and focusing the treachery on the foes of the Valoren people. Their Justicar, Crispin Trisea, was appointed after he lost a bet with his fellow templars: many of the senior members of the order being too far gone in their adherence to recognize they serve the Republic and not the lord of lies.

**Order Tenet**

* **Deceit.** The less your adversaries know of your plans, the more sure your success.

When you take this oath at 3rd level, you gain the following Channel Divinity option and aura:

**Channel Divinity**

* **Sew Chaos**. You can use your Channel Divinity as a reaction when you or any creature within 5 feet of you hits or is hit with an attack. You can choose any of these creatures and switch places with them. If you switch places with the target of the attack, you are hit instead. If you switch places with an attacker and they are brought out of range, they automatically miss that attack. There must be adequate space for both switching parties at the time of the switch without displacing any creatures or objects.

**Aura**

* **Aura of Trickery**. You emanate an aura that confuses creatures to your intent. You have advantage on Charisma (Deception) and Dexterity (Sleight of Hand) checks against all creatures within 10 feet. Creatures of your choice have advantage on Dexterity (Stealth) checks while within 10 feet. The range of both effects increases to 30 feet at 18th level.

**Smite**

* **Chicanerous Smite**. At 7th level, when you deal damage from your Divine Smite for the first time in your turn, the target must succeed on a Wisdom saving throw or be Charmed by you until the start of your next turn. As a bonus action on a turn you Charm a creature, you can whisper a suggestion to them to influence their charmed state.

**Lay on Hands**

* **The Devil's Hand**. At 15th level, you are able to mark items with bad luck with just a touch. When you touch an item, you can spend 1 point from your Lay on Hands pool to curse the item. Items cursed in this way will cause any attack, check, or save they are used to preform to fail the first time they are used. In order to touch an item held or worn by a creature, you must make an attack roll to hit the creature. Any creature that knows their item is cursed (via identify spells, watching you curse them, etc) will instead make the attack, check, or save with disadvantage. The curse can be removed with a Remove Curse spell.

## The Lifebringers - Templars of Titus

Just as a calm sea brings prosperity and life to the people of the Ahrd, so too do the Lifebringers seek to spread health and peace to the lands. Preferring to fight as little as possible, and often supporting and healing combatants instead of causing outright violence, the Lifebringers most often show up following a battle, or in the later stages of large conflicts. Their warm smiles and rejuvenating magicks instilling hope on soldiers and citizens alike. Justicar Vikas Cahill is a kind man, abstaining from politics in favor of his holy calling with such rigor that he has turned down the role of High Justicar twice, more than any electee in history.

**Order Tenet**

* **Health.** It takes a hearty and happy people to make a strong kingdom.

When you take this oath at 3rd level, you gain the following Channel Divinity option and aura:

**Channel Divinity**

* **Lifebringer**. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them.

**Aura**

* **Aura of Rejuvenation**. You emanate an aura that fills your allies with the warm safety of Titus. When any creatures within 10 feet regain hit points as a result of your spells or class features, you can divide a number of temporary hit points between them equal to half your Paladin level (rounded down) plus your Charisma modifier. When you reach 18th level in this class, the range of the aura increases to 30 feet.

**Smite**

* **Riptide**. At 7th level, when you hit a creature with a melee attack, you can expend one spell slot to heal a creature within 5ft of the target. The amount healed is 1d4 for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. The target takes cold damage equal to this amount if they are undead, fey, or elemental.

**Lay on Hands**

* **Safe Voyage**. At 15th level, you are able to channel your healing energies into structures and machines. You can heal objects in the same way you heal creatures with your Lay on Hands pool.

## The Deathseekers- Templars of Medios

It is said by some that Medios more than most speaks directly to adherents he trusts. It is rumors like this that stoke ill tidings when a templar of Medios rides to town. It is said that Ragolak Ilyich sends his Deathseekers ahead of great calamity, so they can send the dead to their god before their spirits become restless. Regardless of their grim reputation, the Deathseekers only grant death to those that threaten the lands of Valoren, and often do so without joy. Enemies of necromancers and orc tribes across the lands, these templars ensure that the balance of life and death is forever still.

**Order Tenet**

* **Balance.** There can be no death without life.

When you take this oath at 3rd level, you gain the following Channel Divinity option and aura:

**Channel Divinity**

* **Sending**. The passage of souls to the afterlife is a necessity, and you are Medios' medium. As an action, you speak a prayer to your god. For the next minute, you are granted Truesight (30ft), but can only use this sight to see undead. Any undead that you can see in this way must take a Wisdom saving throw, or be marked for the ritual of sending. Marked creatures cannot use their movement to move further away from you, and have disadvantage on attacks against creatures other than you. Weaker undead are sent immediately, failing their saving throw killing them instantly based on the below chart:

 1
 2
 3
 4
 5

**Aura**

* **Aura of the Seeker**. You emanate an aura that fills you and your allies with the solemn duty of the Horseman. Your walking speed is increased by 10, and you have advantage on Acrobatics or Athletic checks used to move or traverse anything. Any allies that begin their turn within 5 feet of you also increase their walking speed by 10. When you reach 18th level in this class, the range of the aura increases to 10 feet.

**Smite**

* **Spiritshatter**. At 7th level, when you deal damage from your Divine Smite for the first time in your turn, the target must succeed on a Intelligence saving throw or be frightened of you for 1 minute. They may repeat this save at the end of their turn. Additionally, you can choose for your Divine Smite to inflict necrotic damage instead of radiant.

**Lay on Hands**

* **Soul Cage**. At 15th level, you are able to bind the souls of your allies to the mortal plane for just a while longer. As an action, you can touch a willing creature and spend 20 points from your Lay on Hands pool to bind the creature's soul. For the next 8 hours, if the bound creature is brought to 0 hit points but not killed outright, they drop to 1 hit point instead. You can bind a number of souls like this equal to your Wisdom modifier (Min 1), and all of your uses return on a long rest. Once the bound creature's soul is saved, the cage dissipates.

## The Ironbound- Templars of Agni

The Ironbound have been on a constant crusade of penance following the founding of their order, and the wizard Cyndix adopting Agni as a deity. The public perception of Agni leans more positive, but the Ironbound frequently find their religious adherence likened to the fanaticism of the dwarves of the Shonak spires. Whether the Ironbound lean into this perception or not largely depends on the templar themselves, and may sway between measured and mad depending on the situation. Zori Muller is a Shonakkar Dwarf that has worked to help to bridge the cultures of the two peoples, which has seen limited success in recent years.

**Order Tenet**

* **Repentance.** Forgiveness for past deeds breeds a brighter future.

When you take this oath at 3rd level, you gain the following Channel Divinity option and aura:

**Channel Divinity**

* **Slagtouch**. You can use your Channel Divinity after an attack hits a creature within 5 feet. If the creature is wearing metal armor, the armor loses AC equal to your Charisma modifier + 1.

**Aura**

* **Earthshatter Aura.** You emanate an aura that shakes the earth beneath your feet. Any creature counts any earth, rock, or other natural ground within 5 feet of you as difficult terrain. At 18th level, the cost of movement increases to 3 feet per 1 foot moved. You can activate or deactivate this aura as an action.

**Smite**

* **Reshaping Smite.** At 7th level, you can expend one spell slot and strike an earthen or stone surface with a melee weapon, raising it as a wall or platform, or making an opening. Any walls or platforms raise 5 feet from the surface you strike, is 1 foot thick, and are 5 feet long for each level spell slot expended. Splitting stone creates a 5 foot hole or opening, is 5 feet wide, and is 1 foot deep (or as thick as the surface goes) for each level spell slot expended.

**Lay on Hands**

* **Steelskin**. At 15th level, you are able to reinforce the form of your allies with extraplanar steel. When healing a willing creature with Lay on Hands, any amount of healing that exceeds the maximum health of the target will be granted as temporary hit points. This steel lasts 1 minute and the amount cannot exceed your Paladin level.

## The Order of the Jagged Daggar - Templars of D'kar

There are few organizations in the known world with a more difficult position than the Order of the Jagged Dagger. Adherents of the god of torture, sacrifice, slavery, and all of the evil that men do, these Templars maintain a stance of law and order under the pain of punishment. The most feared judiciars of the Valoren Republic, the order is only called upon in dire circumstance: Often as judges, executioners, and jailers when the emotions of they that do the deed must be wholly absent. Following decades of accusation of excess within their ranks, the outlander Labrum Toussosuer was appointed Justicar of the order and has begun making public example of those that adhere to the more chaotic whims of D'kar.

**Order Tenet**

* **Punishment.** Those that violate the laws of the land must be made an example.

When you take this oath at 3rd level, you gain the following Channel Divinity option and aura:

**Channel Divinity**

* **Penitent Smite.** You can use your Channel Divinity immediately after dealing damage with your divine smite. All creatures of your choice within 30 feet that can see the target must immediately take a Wisdom saving throw or be Frightened of you for 1 minute. These creatures can repeat this saving throw as an action on their turn, or whenever they take damage.

**Aura**

* **Aura of the Judiciar**. You exude an aura of fright, a walking symbol of the law. You have advantage on any attacks against Frightened creatures while they are within 5 feet of you. Additionally, creatures within 5 feet of you that suffer a critical hit take one level of exhaustion. At 18th level, the range of both of these effects increases to 15 feet.

**Smite**

* **Sanction.** At 7th level, when you deal damage from your Divine Smite for the first time in your turn, the target must succeed on a Charisma saving throw. On a failure, you can choose Action, Bonus Action, or Reaction. The target cannot use that type of action until the start of your next turn. Additionally, you can choose for your Divine Smite to inflict psychic damage instead of radiant.

**Lay on Hands**

* **The Hand of Confession.** At 15th level, you are able to convince your allies to aide in your quest for justice. When touching a willing creature, you can expend 15 points from your Lay on Hands pool to place information of the deeds of a creature they know into their head. They are aware you are doing this, but not if the information is truthful. You can choose an additional creature type for that creature, which can be used for any spells or abilities that only affect certain creature types, or affect them in different ways (Protection from Evil and Good, Favored Enemy, Hold Person, etc). This affect lasts 8 hours and can affect a number of willing creatures equal to your Charisma modifier.