One might expect all artificial intelligences to have orderly personalities, but this is far from the case. Their emergent properties create a broad variety of personas, ranging from the eccentric to the genuinely bizarre. The Order Synergy represents an A.I. whose personality is not merely well-structured but downright neurotic about organization. To these synthetic entities, there is a place for everything - and everything should be in that place.
Synergy Techs
Ordinator Level Techs
1st Command, Simp
3rd Stun Shot, Lie-Detecting Field
5th Medical Nanite Shots, Slow
7th Compulsion, Biometric SatNav
9th Magic 8-Ball, Dominate Person
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
Points of Authority
Starting at 1st level, you can embolden an ally to attack with clockwork timing. If you cast a tech with a tech slot of 1st level or higher and target an ally with the tech, that ally can use their reaction immediately after the tech to make one weapon attack against a creature of your choice that you can see.
If the tech targets more than one ally, you choose the ally who can make the attack.
A.I. Assistance: Hierarchical Command
Starting at 2nd level, you can use your A.I. Assistance to exert an overpowering presence toward others.
As an action, you present your righteous symbol, and 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 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.
Obsessive Compulsion
At 6th level, you become remarkably adept at utilizing techs that compel others.
If you cast a tech of the Conception specialty using a tech slot of 1st level or higher, you can change the tech's casting time to 1 bonus action for this casting, provided the tech'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 long rest.
Overbearing Strike
At 8th level, you gain the ability to infuse your weapon strikes with mind-searing energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 software damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Marked for Destruction
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Overbearing Strike damage to a creature on your turn, you can mark that creature until the start of your next turn. The next time one of your allies hits the marked creature with an attack, the target also takes 2d8 software damage, and the mark ends. You can mark a creature in this way only once per turn.