Cleric
Base Class: Cleric

Chaos, the antithesis of many gods, is a domain very few will risk treading, lest they lose their minds. Those of the Chaos Domain seek to embrace it, to give themselves over fully to madness, to stare at the abyss until it will stare back. Gods of this Domain are few and far between - minor deities who think laws must be abolished to truly live happy lives - but they are more than willing to take on new clerics. 

Bonus Proficiency

Sometimes a battle needs a little upset... maybe involving people tripping over a net? 

When you choose this domain at 1st level, you gain proficiency with nets.

Disciple of Chaos

Also starting at 1st level, your spells tend to cause chaos. Whenever you use a damage-dealing spell of 1st level or higher, roll a d20. If the number is odd, add 1d8 damage. If the number is even, you don't lose that spell slot. If the number is 1, the spell backfires and you take the damage instead. 

Channel Divinity: Chaos Unbound

Starting at 2nd level, you can use your Channel Divinity to cause mayhem. 

As an action, you present your holy symbol and evoke sheer madness that spreads like a wildfire. All hostile entities within that range must make a Charisma saving throw equal to your character level + Charisma modifier or be consumed with madness. They will roll a d8 and take the corresponding effect listed below. The effect ends once they pass their save, which they can roll each of their turns. 

1: Blinded
2: Charmed
3: Frightened
4: Incapacitated
5: Paralyzed
6: Grappled
7: Petrified
8: Nothing

Protection from Misfortune

Beginning at 6th level, your god uses their abilities of chaos to turn the tide of your battle. You have charges equal to 2 + your Charisma modifier and can use one charge to reroll any 1 you get, aside from damage rolls. Additionally, you may expend three charges to automatically succeed on death saving throws. 

Touch of Madness

At 8th level, you gain your fickle god gives you the power to embue your weapons with magic. Every time you wake from a long rest, you may touch one weapon and give it 1d8 additional damage decided by rolling a d8 and picking from the table below. This extra damage lasts until your next long rest when you must roll again. Even if you do not roll again, your weapon loses the extra damage. 

  1. Poison
  2. Fire
  3. Lightning
  4. Cold
  5. Psychic 
  6. Acid
  7. Necrotic
  8. Radiant 

Unyielding Mayhem

Your god looks down upon those who grovel to laws and gives you the power to defeat them and their narrow-minded ways. 

Starting at 17th level, when you would normally roll to calculate damage against a Lawful-aligned creature, you instead use the highest number possible for each die.

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