Cleric
Base Class: Cleric

The Chaos Domain represents the untamed, unpredictable forces that defy structure and order. Clerics of Chaos are devoted to deities of anarchy, freedom, and change, finding beauty in the randomness of existence. They believe that rigid laws stifle creativity and growth, and that true harmony comes from embracing the ever-shifting nature of the multiverse. Where other clerics enforce discipline, Chaos clerics revel in disruption, empowering their allies with wild energy and confounding their enemies with unpredictable effects.

Chaos Deities
Clerics of Chaos draw their power from deities who embody freedom, change, and the breaking of chains. Examples of such deities include:

Example Pantheon
Beshaba Forgotten Realms
Erythnul Greyhawk
Lolth Forgotten Realms
Olidammara Greyhawk
Tymora Forgotten Realms
Vulkoor Eberron

 

Domain Spells

You gain domain spells at the cleric levels listed in the Chaos Domain Spells table.

Chaos Domain Spells
Cleric Level Spells
1st color spray, entangle 
3rd mirror image, shatter
5th blink, fly 
7th confusion, freedom of movement
9th animate objects, mislead

Cantor of Chaos

1st-level Chaos Domain feature

Choose one of the following mental abilities—Intelligence, Wisdom, or Charisma—and gain proficiency in one skill of your choice that uses that ability.

1st-level Chaos Domain feature

You can invoke the power of chaos to disrupt order and sow unpredictability on the battlefield. When you cast a cleric spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction to unleash a burst of chaotic energy. Roll a d4 to determine the effect:

  1. Chaotic Strike (1): The ally can make one weapon attack against a random creature within their attack range (determined by the DM or by rolling randomly among valid targets).
  2. Wild Surge (2): The ally can move up to 10 feet in a random direction (roll a d8 to determine direction, with 1 being north and proceeding clockwise). This movement does not provoke opportunity attacks.
  3. Unstable Empowerment (3): The ally gains temporary hit points equal to your cleric level + your Wisdom modifier, but they must also roll a d6. On a 1, they take force damage equal to the temporary hit points gained.
  4. Chaotic Reflexes (4): The ally can immediately take the Dodge action.

If the spell targets more than one ally, you choose which ally is affected by Cantor of Chaos.

Channel Divinity: Embrace Chaos

2nd-level Chaos Domain feature

You can use your Channel Divinity to unleash a wave of chaotic energy. As an action, you present your holy symbol and choose a point within 30 feet. Each creature within 10 feet of that point must make a Wisdom saving throw. On a failed save, a creature is affected by one of the following random effects (roll a d6):

  1. The creature is charmed by you for 1 minute. The creature can repeat the saving throw each time it takes damage or at the end of each of its turns, ending the effect on a success.

  2. The creature is frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

  3. The creature is stunned until the end of its next turn.

  4. The creature is teleported up to 20 feet in a random direction.

  5. The creature takes 2d10 psychic damage.

  6. The creature releases a burst of chaotic energy. Each creature within 10 feet of it must succeed on a Dexterity saving throw or take 2d6 force damage.

Controlled Chaos

6th-level Chaos Domain feature

You learn to harness the unpredictable nature of chaos to your advantage. When you roll damage for a spell or feature that deals damage, you can reroll any number of the dice once. You must use the new rolls. Additionally, when you use your Cantor of Chaos feature, you can choose the effect instead of rolling randomly.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

8th-level Chaos Domain feature

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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Chaos

17th-level Chaos Domain feature

As an action, you unleash a 15-foot-radius storm of chaotic energy centered on yourself that lasts for 1 minute (no concentration required). When you activate this ability and at the start of each of your turns, each creature in the area must make a Wisdom saving throw. On a failed save, a creature suffers two random effects from your Embrace Chaos Channel Divinity feature. On a success, it suffers one random effect.

Whenever a creature fails this saving throw, you gain temporary hit points equal to your Wisdom modifier (minimum of 1). You can dismiss the storm early as a bonus action.

Once you use this feature, you can't use it again until you finish a long rest.

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