Base Class: Cleric
Following gods of power- all deities are powerful, though there are quite a few that heavily rely on balance of a lack thereof- comes with a price, as with all things in the world. These beings will give unlimited forms of power to their followers as long as they deem them loyal, but not without consequence. Like with karma, one must tread carefully or else be consumed by not only the gods, but by the power they will ultimately unleash.
Followers of these gods tend to want more or desire power to reach their own goals or ideas. They are few, but those who walk this path ultimately get what they desire, but as with the Midas Touch, that power will destroy the things they hold dear in the end along with themselves. They are fools who become leaders, the weak becoming strong, though become a plaything for the gods; a puppet in a world of chaos.
Power Domain Spells
| Cleric Level | Spell |
|---|---|
|
1st |
|
|
3rd |
counterspell, scorching ray |
|
5th |
dispel magic, fireball |
|
7th |
arcane eye, greater invisibility |
|
9th |
modify memory, scrying |
Blessing of power
Starting when you choose this domain at 1st level, any time an ally rolls a critical success, you gain advantage on your next roll.
Channel Divinity: Wild Blessing
Starting at 2nd level, you can use your Channel Divinity to invoke a small miracle of chaotic divinity, bestowed by your deity to spark change and disrupt order. As an action, you present your holy symbol and cause a random effect each time you use this feature.
| d10 | Channel Divinity Effect |
|---|---|
| 1 | You teleport up to 60 feet to an unoccupied space that you can see. Each creature of your choice within 15 feet of either your starting position or your new position must make a constitution saving throw, taking thunder damage equal to 2d6 + your cleric level on a failed save, or half as much damage on a successful one. Nonmagical objects of your choice in the area that aren't being worn or carried also take full damage. |
| 2 | Each creature of your choice within 30 feet of you is surrounded by a barrier that grants it a +2 bonus to AC until the end of your next turn and advantage on the next saving throw it makes during that time. |
| 3 | A wave of flames bursts outward in a 15-foot radius sphere centered on a point that you can see within 60 feet of you. Each creature in the area must make a Dexterity saving throw, taking fire damage equal to 2d10 + your cleric level on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. |
| 4 | Negative energy swirls as dark mist around you, lightly obscuring the area within 30 feet of you until the end of your next turn. Each creature of your choice within the area must succeed on a constitution saving throw or be poisoned until the end of your next turn. If you target at least one creature with this effect, you and each creature of your choice in the area also gain temporary hit points equal to your cleric level. |
| 5 | A wave of positive energy fills the area within 30 feet of you with bright light until the end of your next turn. Up to four creatures of your choice within the area each regain a number of hit points equal to your cleric level. If a creature is at max hit points when it receives this healing, it gains temporary hit points equal to half your cleric level instead. |
| 6 | A bolt of lightning surges toward one creature or object that you can see within 60 feet of you. You may also choose up to two other creatures or objects within 15 feet of the first target. Each target must make a Dexterity saving throw. On a failed saving throw, a target takes lightning damage equal to 2d6 + your cleric level, and until the end of its next turn, it can't take reactions and it has disadvantage on attack rolls. On a successful saving throw, a target takes half as much damage and suffers no other effects. |
| 7 | Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or else it must use its reaction to make a melee weapon attack against one creature of your choice within its reach, dealing extra damage equal to your cleric level on a hit. |
| 8 | Up to three creatures that you can see within 30 feet of you must make a Charisma saving throw. On a failed saving throw, a creature is transformed into a small object chosen by the DM (such as a chair or a potted plant) until the end of its next turn. While transformed, it is stunned, and it can't speak. If it takes damage, the transformation ends immediately. |
| 9 | One willing creature that you can see within 60 feet of you regains hit points equal to 1d6 + two times your cleric level. Also, you can teleport the target up to 30 feet to an unoccupied space that you can see within 60 feet of you, and until the end of its next turn, it has advantage on saving throws and enemies have disadvantage on attacks against it. |
| 10 | One creature that you can see within 60 feet of you must make a constitution saving throw. On a failed saving throw, it takes cold damage equal to 3d6 + two times your cleric level and its speed is reduced to 0 feet until the end of its next turn. On a successful saving throw, it takes half as much damage and its speed isn't reduced. |
Cursed Powerhouse
Starting at 6th level, you can take 1 level of exhaustion in exchange for a critical success on any attack roll; damage is doubled.
Divine Strike
At 8th level, you gain the ability to infuse your weapon with chaotic power; roll on the table to determine the damage type. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8.
| D8 | DAMAGE TYPE | D8 | DAMAGE TYPE |
|---|---|---|---|
| 1 | Acid | 5 | Necrotic |
| 2 | Cold | 6 | Poison |
| 3 | Fire | 7 | Radiant |
| 4 | Lightning | 8 | Thunder |
Visions of the Gods
Starting at 17th level, you can call up visions of the past that relate to an object you hold, your surroundings, history you have basic knowledge of, as well as places. Your DM may have you roll an ability check relating to what is trying to be seen.
You spend at least 1 minute in meditation and prayer, then receive dreamlike shadowy glimpses of events. You can meditate in this way for a number of minutes equal to your wisdom score and must maintain concentration during this time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a long rest.