Base Class: Cleric
Your patron is thousands of voices, with you always directing your movements. They are ever present, ever shouting in your ear telling you how to act, how to fight, what spell to cast. They give and they take. Sometimes they are benevolent, other times malevolent. You have no way of knowing what your patron will demand of you, you just know you can't resist their calls to action and follow their every whim.
Bonus Cantrip
When you choose this domain at 1st level, you gain the Vicious Mockery cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
The Will of Khaos
At level 1, you can impose the will of chaos on a creature within 30 feet of you. When a creature within 30 feet of you that you can see targets makes an attack action, you can use your reaction to force the attacker to select a new target selected random from those that are within 30 feet of them (excluding themselves).
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.
Channel Divinity: Call Upon Khaos
Starting at 2nd level, when you cast a spell, you can use your Channel Divinity to call upon the forces of Chaos and roll on the Wild Magic Surge Table (listed below).
As a part of an action used to cast a spell, you present your holy symbol, and you can roll on the Wild Magic Surge Table (listed below) and the effect takes place in place of the original spell.
After you reach 5th level, you can roll twice on the Wild Magic Surge Table and you can pick which result you take.
Wild Magic Surge
|
d100 |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended channel divinity points. |
Khaotic Reaction
As an reaction, choose one creature that you can see within 30 feet of you that is casting a spell. That creature must make a wisdom saving throw.
If the creature fails its save, roll on the wild magic surge table, that effect replaces the spells effect.
On a success the spells effects take place as normal.
You can use this feature a number of times equal to your half of your Wisdom modifier (rounded up, minimum of once), and you regain all expended uses of it when you finish a long rest.
Chaotic Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with random energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can roll on the random table below and cause the attack to deal an extra 1d8 damage to the target of the rolled type. When the cleric reaches 14th level, the extra damage increases to 2d8.
Random Damage table
| 1d12 | New Dmg Type |
|---|---|
| 1 | Acid |
| 2 | Bludgeoning |
| 3 | Cold |
| 4 | Fire |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Piercing |
| 8 | Poison |
| 9 | Psychic |
| 10 | Radiant |
| 11 | Slashing |
| 12 | Thunder |
Controlled Khaos
Starting at 17th level, when the cleric chooses to, or makes anyone roll on the wild magic surge table, the target may roll an extra time on the wild magic surge table. After the rolls the cleric may choose to select any of the rolled results, or to forgo the wild magic surge and use the spells original effects instead.
Previous Versions
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2/2/2022 8:46:32 PM
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2/2/2022 8:56:13 PM
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Coming Soon
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