Base Class: Cleric
Gods of Chaos - such as Tymora, Cyric, Talos, Eilistraee, Umberlee, Selune, or Lolth - are not necessarily the antagonists of every story. They are always looking for anything to curb their boredom, whether it be anarchy and destruction or the overthrow of an oppressive government. They are patrons of freedom fighters, anarchists, or any man (or women, they are literally patrons of opposing cultural norms) of action. As such their clerics are the epitome of change, always engaging in both political and social movements, breaking rules, and attempting to curb the deep hole of boredom and fear of being meaningless. They attempt to leave their mark on the world whether it be for good or bad reasons.
Madness Autonomy
Whenever under the effects of charmed , frightened , stunned , possession, or similar external control, your spirit unleashes the unrestricted nature of your god. Instead of acting under the compulsion, you instead act as though you were under the effects of the spell confusion. This effect lasts for as long as the condition or feature lasts on you.
Agent of Chaos
There is no such thing as fate, only the whims of chaos. As an action, you give one creature you touch the infusion of chaos for 1 minute. Whenever they roll advantage or disadvantage they roll 3 die instead of 2.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Gift of Disorder
You can use your Channel Divinity to institute the will of the chaos. As an reaction, whenever you or a creature you can see within 30 feet from you is targeted by an attack or spell, you can present your holy symbol, and choose a different creature (other than the caster/attacker) within 30 feet of you. The chosen creature becomes the new target of the attack or spell.
Channel Divinity: Chaotic Arcanium
You’ve learned to extend your ties to chaos into the midst of combat. When a creature within 30ft of you does damage with an attack or spell, you can use your reaction to allow that creature to reroll the dice. You pick which rolls that creature uses.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 of elemental damage (cold, fire, lightning, thunder, poison, or acid) to the target determined by a d6 roll. When you reach 14th level, the extra damage increases to 2d8.
Total Chaos
When you cast a spell you can choose to roll a d20, on a 15-20 you are able to double that spells damage and effects. However on a 1-5 the spell fizzles out into nothingness. On a 6-14 nothing extra happens and the spell is cast as normal
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