Promethean Synergy

"Some men just want to watch the world burn."

Fire and light are the cornerstones of humanoid civilisation, and reverence for the flame persists well into the New World, from its use in industry, the neon advertising plastering the walls of megacities, the intoxicating lights of show business, the solar panels charging the vehicles of merchants and smugglers, to its use as a devastating weapon. A.Is that develop a fascination for mankind's use of fire and light often seek out a host that manipulates these elements in their daily life, from mechanics and technicians, to dancers and entertainers, to humble traders. Promethean Ordinators are quite a varied and eclectic group of adventurers, but their passion for neon light and burning flame is unanimous.

Promethean Synergy Techs

Ordinator Level Techs

1st Flame Vent, Hit Scan

3rd Burning Ball, Scorching Ray

5th Neon Show, Incendiary Grenade

7th Hardlight Guardian, Wall of Fire

9th Hellfire Strike, Panopticon

Bonus Trick

When you choose this domain at 1st level, you gain the Light Trick if you don't already know it.

Blinding Flash

Also at 1st level, you can interpose a bright light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

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

A.I Assistance: Disco Ball

Starting at 2nd level, you can use your A.I Assistance to harness neon light, banishing darkness and dealing Neon damage to your foes.

As an action, your A.I manifests in a sphere of bright neon, and any technological darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes Neon damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Blinding Flash

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Techcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric Trick.

Shining Bright

Starting at 17th level, you can use your action to activate an aura of light that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any Tech that deals fire or Neon damage.

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