Base Class: Cleric
Delathor, the God of Chaos on the plane of Fulerrothin, was banished from direct control over the plane after an uprising that caused his most loyal follower, Viridane a Shadar-kai, to wipe out all of his kind that existed on the planet. The seal weakened, and in an event known as the Final Clash, Viridane was defeated by the Halfling known as Cherie, sending his soul to the abyss to exist with Delathor. However, the Orb of Moonlight created by Delathor still exists on the plan, and his influence spreads as cult followers of chaos seek out the orb to bring Delathor newfound power and grant full control of this plane to Delathor and Viridane. Many groups arose praising Delathor, but some more understand and believe in the role that chaos exists. Those more mild followers created the Chaos Domain, believing sealing away Delathor created an imbalance, and so they enact chaos, though lesser so, in the hopes that one day the pantheon will realize their mistake and restore Delathor's place he deserves. Some choose to enact chaos through evil, some through unpredictability, but in all, they don't seem to be hunted, as there are other more evil and sinister forces at play that these unpredictable individuals don't disturb enough to paint a target on their back.
Followers of the Chaos Domain do in fact hear the voices and whispers of Delathor and Viridane, though most choose to either partially or fully ignore the push to bring evil to this world for the sake of taking control. 200 years AFC (after final clash), the domain has plenty of followers, trying to bring a healthy amount of unpredictability to the world, strengthening those who can prevail. Some do despicable acts in the name of the domain, but as expected, not all churches in the domain agree on how best to carry out the true will of Delathor.
Viridane's Chosen
Starting when you choose this domain at 1st level, you can use an action you can touch a willing creature other than yourself to give it advantage on one of the following skill checks for 1 hour or until you use this feature again. You cannot choose the same skill for 48 hours
-Dexterity (Stealth)
-Charisma (Deception)
-Charisma (Intimidation)
-Charisma (Performance)
Channel Divinity: Invoke Chaos
Starting at 2nd level, you can use your Channel Divinity to call Delathor to cast a random spell from the chaotic spell list.
As an action, you can roll a D8. Then, Delathor will cast said spell without using a spell slot. You get to choose the target of any spell cast. Rolling a 1 will cause the channel divinity to fail, upon a failure, roll another D8. A Ray of Frost cantrip using your spellcasting modifier will be cast in a random direction, with 1 being straight forward, and each direction counts up from straight forward in a clockwise motion.
All spells use their spell description duration and effects, and your spellcasting modifier is Wisdom for all spells. All spells that need a save use your spell save DC. None of the spells break concentration on any other spells currently being cast, as this spell is being cast directly through Delathor. The spell fails if no target is in range
- Roll a d8 for what direction the spell Ray of frost is cast in, with straight forwarding being 1, and the rest of the directions count from from one in a clockwise motion.
- Cast Cure Wounds on self or an ally within range
- Cast Primal Savagery
- Cast Chaos Bolt
- Cast Speak with Animals
- Cast Witch Bolt
- Cast Crown of Madness
- Cast Nathair's Mischief
Channel Divinity: Chaos Explosion
Starting at 6th level, you can use your Channel Divinity to create a shadowy explosion from your location in a 20ft sphere. You take 1d4 force damage. Every other creature within the 20ft sphere must make a wisdom saving throw against your spell save DC. On a failure, the creature takes 2d6 force damage, and half as much on a successful save.
The damage increases to 3d6 at level 9, and 4d6 at level 12.
This has no verbal component and only requires slamming fists together.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic— a gift from your deity. 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Decisive Explosion
You can now choose a location for your explosion up to 30 feet away.
Previous Versions
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