Cleric
Base Class: Cleric

For some Clerics, the existence of deities, gods and omnipotent beings warps their view of the life they currently live. Disorder Clerics believe they're allowed to do things to spread their beliefs to others that other Clerics would deem too extreme, be that going on ludicrous impossible quests, fighting in situations others would hold back, and breaking laws. Disorder Clerics believe that their loyalty and devotion will impress their deity to a level that guarantees at least one reincarnation, in which they will be far more restrained than they are in their current "Practice Run" life.

Though they're often viewed as little more than insane fanatics who rampage through the realms bringing unnecessary destruction in their wake, Disorder Clerics are still capable of good deeds - there is method behind the madness. Nevertheless, they're often dismissively referred to by Religious Scholars as "Murder Clerics", even if the Disorder Cleric they're discussing has never killed anyone in their life.

Although Disorder Domains achieve a unique combination of powers, they do not seem to follow a particular deity. The spells utilized by Disorder Domain Clerics have been seen to be used by followers of Azuth, Mystra, Maglubiyet and Beshaba, acolytes of a variety of Chaos Cults, and believers of religions such as Pash Pash and Primal Vandictism. The Domain seems to be less of a full set of religious beliefs, and more of a state of mind that adapts a Cleric's existing beliefs.

Disorder Domain - Domain Spells

1st

Bane, Ceremony

3rd

Enhance Ability, Blindness/Deafness

5th

Bestow Curse, Fast Friends

7th

Divination, Freedom of Movement

9th

Commune, Dispel Evil and Good

Disorder Above All

When a Disorder Domain Cleric attempts to cast a spell of first level or higher, they must roll a D20. On the roll of 1, they must then roll on the Wild Magic Surge table. If the effect rolled on the table is a spell that would normally require concentration, it would not in this case.

Confrontational Attitude

When you choose this domain at 1st level, you gain proficiency in either Deception or Intimidation.

Channel Divinity: Razorfist

Starting at 2nd level, you can use your Channel Divinity to cause frankly unnecessary damage to one creature with an HP value lower than that of the caster.

As an action, you present your holy symbol and make a series of chaotic, furious hand gestures. Choose a creature within 30ft of you. The creature must pass a Charisma saving throw, or be forced to take D4 Force damage for D4 turns. If the creature passes the saving throw, then they take D4 Force damage on this turn only. The creature takes this damage after any other damage that was dealt to them in that round of combat, regardless of the initiative of the caster or the creature. If the creature currently has an HP value higher than that of the caster, then they take no damage.

Using your Channel Divinity does not require you to roll on the Wild Magic table.

Thrill of Destruction

At 6th Level, when rolling for initiative, you can add D6 to your roll, but only if you use this turn to deal damage to a creature.

God's Heart, My Hand

At 8th level, you gain the ability to infuse your weapon strikes with a bizarre energy that even you don't fully understand.

Once, on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d10 bludgeoning, piercing or slashing damage to the target. You may choose which of these damage types you would like the attack to deal. When you reach 14th level, the damage die can be rerolled, though the second result automatically replaces the first result, even if the new result is worse.

Rise from your Grave!

At 17th level, when you drop to 0HP, every creature within 15ft of the spot where you died must pass a Constitution saving throw or take D6 Radiant Damage. You regain a number of hit points equal to the damage dealt to every one of those creatures. When you are brought back to life, you must now roll twice on the Wild Magic table instead of once.

This ability may only be used once per Long Rest.

Previous Versions

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12/1/2023 7:10:52 PM
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