Cleric
Base Class: Cleric

“Out of Chaos, comes Order.” - Nietzsche.

Beneath the illusion of order and reason is the Primordial Chaos. Within this chaos nothing and everything exists. There are those who can catch glimpses of that Primal Plane out of time and space. Beyond the Fey and Fell, beyond the heavens and hells, even beyond the nothingness used to imprison the Prime-Creators and Gods. These few and rejected are caught on the brink of brilliance and insanity with most tipping to far into the former. There is where Marrock lives and draws power and he is Just crazy enough to share.

Chaos Clerics "follow" Marrock Stoutbelly. However, unlike most clerics, those of chaos do not get their power by Divine Grace. No, their power is assumed by their mental closeness to the Primordial Chaos that existed before... ... well Everything. Before the Titans, The gods, The Bang, or whatever beginning you may know. From this Primal Source comes power to be wielded as you see fit. Once, of course, you learn how without exposing yourself to too much and burn out that feeble mind you believe to be sooo powerful.

Spatial Tweaking

Starting when you choose this domain at 1st level, you can use your action to give a willing creature or yourself a reroll of the last attack, save, or skill roll.

Channel Divinity: Phase Step

Starting at 2nd level, you can use your Channel Divinity to Phase Step once per short rest to a distance of 30'.

As an action, you can use Channel Divinity to "Phase Step" via the Ethral Plane for 1 round (distance 30 ft.). At the end of that movement you return to the Primaterial Plane. Should your movement through an object result in your materializing in the same space as that object, or any other, you will be jettisoned Back to your ORIGINAL starting position and receive 3d10 Points of force damage. While Phase Stepping, You can not be harmed by normal weapons, area conditions, or Spells not designed to effect the Ethereal Plane and will only take 1/2 damage from magical weapons and spells (ie. Witches Bolt, Magic Missle, Edrich Blast, etc...)  

 

Channel Divinity: Chaos Sight

Starting at 6th level, you can use your Channel Divinity to see into another plane for 10 rounds (1 turn).

The results of being able to see into other planes is that you can't tell the difference between that plane and the one you're on. The residual images of the other planes causes distractions to attention span and acuity until the next short rest.

Chaos Burst

At 8th level, you gain the ability to project a small amount of the Chaos Energy from beyond Space and Time. Once on each of your turns when you hit a creature with a Ranged Spell Attack, you can cause the attack to deal an extra 1d10 Chaos damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Chaos Dive

At 8th level, You are able to WALK through dimensions, slowly changing the environment to match that of the target dimension. 

At 12th Level, each unwilling creature taken with you is allowed a WIS save to avoid being taken along. However, If told to follow and they do, This is considered consent.

Reality Shift

Your exposure to the Primal Chaos Realm has left you with a disillusionment with what reality really is... You can now sense the fabric of reality and manipulate it through the Chaos Energy you wield. However, this comes at a cost of 2 levels of exhaustion.

These alterations act as a permanent TRUE POLOYMORPH. Any sentient creatures changed are allowed a CON save to remain as they are. Those who fail will assume their new shape believing they have always been as they now are. Any metabolic changes MUST fit within the plane of existence in which the change occurs(ie. Horses must have oxygen, trees can't make strawberry milk. However, Rocks can be made of chocolate, Wonderland IS possible, Etc...). Consult the DM for regulations on a table to table basis.

Chaos Domain Image

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