Base Class: Paladin
Some Paladins have rebuked the order and strict adherence to the rules of their fellow warriors and pledged themselves to the great forces of chaos. They tap into raw magic and use it freely. Those who have taken this Oath do so to upset the balance of the world and manipulate reality itself in the process.
TENETS OF WILD MAGIC
Though the exact words and strictures of the Oath of Wild Magic vary, paladins of this oath share these tenets.
Change. Don’t accept the world as is. Seek to upset order.
Freedom. No one should be subjugated to the will of another.
Creativity. See things for as they could be, not just as they appear.
Magic. Seek to understand the arcane. Embrace magic.
Luck. Chaos can be manipulated. Control your own destiny.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Flux. As a bonus action, you can use your Channel Divinity to unleash the forces of chaos. When you choose this option roll a d6 to determine the effected outcome shown on the Divine Flux table.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma Modifier.
On a 1- You become hard to pin down. For the next minute, whenever you take damage, you may use your reaction to teleport 30ft to an unoccupied space of your choice.- On a 2- Static fills the air around you. When an enemy starts its turn within 15ft of you it must succeed a Constitution Saving Throw or have its speed halved until the beginning of its next turn.
- On a 3- You pulse with healing energy. Each creature of your choice within 30ft of you gains 1d10 temporary hit points.
- On a 4- The earth rumbles at your feet. Each creature of your choice that you can see within 30ft of you must succeed on a Strength Saving throw or take 1d6 Bludgeoning Damage and be Knocked Prone.
- On a 5- Gravity ceases to affect you. For the next minute, you gain a hover speed equal to your walking speed and cannot be knocked prone.
- On a 6- Raw arcane surrounds you forming a barrier. For the next minute, you gain +2 AC.
Redirecting Madness. When you are hit with a spell attack that targets only you, you can use your reaction to redirect the attack. You gain resistance to the damage taken from the attack, and may make a Ranged Spell Attack against the caster of the triggering spell. On a hit, they take half of the triggering damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Chaos Bolt, Absorb Elements |
|
5th |
Aganazzar's Scorcher, Crown of Madness |
|
9th |
Counter Spell, Hypnotic Pattern |
|
13th |
Freedom of Movement, Polymorph |
|
17th |
Mislead, Reincarnate |
Aura of Chaos
Beginning at 7th level, you project an aura that may alter the fabric of reality. The Aura extends 10 feet from you in every direction. While within this aura, you and any friendly creature may add 1d4 to any attack roll or saving throw. A creature can only benefit from this aura once per round. Additionally, you gain 3 total uses of Channel Divinity per short or long rest.
At 18th level, the range of this aura increases to 30 feet.
Chaotic Rebuke
Beginning at 15th level, when one strikes you, the raw magic that you tap into lashes out. Whenever a creature hits you with an attack, that creature takes necrotic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.
Paragon of Potential
At 20th level, you gain the ability to pass the raw magic you are tapped into through your allies. The first attack of combat you make triggers Divine Flux. Additionally, the first attack of combat your allies make also triggers Divine Flux.
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