Cleric
Base Class: Cleric

The presence of chaos is one that is vital to the balance of the world.  Without chaos and unpredictability, progress cannot exist.  The need for the Chaos Domain is true, those who study the disorder of the world, how to channel it, and how it moves us forward are the ones who help us take our next steps and know how to respond to disaster and tragedy as a society. Gods who grant access to the Chaos Domain - Avandra, Gruumsh, Moradin, Tharizdun, Hades, Dionysus, Loki, Set, and Bast - seek chaos as a means of channeling divinity for their chosen, and they look to bring about uncertainty as a way of progressing towards the future.

Chaos is often defined as a cycle of impulse, tragedy, and disaster.  For some gods, such as Gruumsh and Set, this is true.  For others, this is not necessarily the case.  Chaos can be used as a force for good.  Many clerics are chosen to follow chaos as a means of questioning what we know to build a better tomorrow, and learning to make something good out of bad.  When a cleric taps into the Chaos Domain, they devote their studies and worship to unpredictability and opportunity, be it for the greater good or their own personal gain.

Chaos Spells

You gain spells as a result of the Chaos Domain.  There is information in the Player's Handbook on how Domain spells work.

Chaos Spells

Cleric Level Spells
1st color spray, hideous laughter
3rd detect thoughts, spider climb
5th haste, stinking cloud
7th confusion, hallucinatory terrain
9th mislead, seeming

Proficient in Chaos

Upon choosing this domain at 1st level, you gain proficiency in a skill of your choice, and you gain two cantrips from the sorcerer spell list.  For you, these cantrips count as cleric cantrips.

Mayhem Movement

Starting at 1st level, you can use a bonus action to teleport up to 60 feet into an unoccupied space you can see.  When you teleport, an illusory image of yourself remains in the space you were just standing.  It remains for up to a minute, and you can teleport back to where the illusion is standing at any time within that minute from any distance.  If any creature or object in motion makes contact with the image, it disappears, and you can not teleport back to that spot.

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

Channel Divinity: Chaos Rein

At 2nd level, you can use your Channel Divinity to rein in the uncontrollable forces of magic around you, controlling the impact of an area of magic.

As an action, you present your holy symbol and suppress the effects of a non-spell magical effect within 5 feet of you.  The creature or object producing the effect, if capable, must make a constitution saving throw against 10 plus your wisdom modifier.  On a failure, the magical effect ends.  If it is an constantly active effect, it stops for one minute.  On a success, the effect continues, but you may choose to take 2d10 necrotic damage to make yourself and one willing creature of your choice immune to the effect, or if it is a constantly active effect, immune for one minute.

Controlled Chaos

At 6th level, you become skilled at pinpointing moments of chaos and being the one to incite them.

When you or a creature within 30 feet of you that you can see makes an ability check, as a reaction, before the roll is made, you can choose to be the one to roll the check.  You roll twice and pick which of the two rolled numbers you want to use for that ability check.

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

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Shepherd of Havoc

Starting at 17th level, you summon forth the chaos that controls the circumstances around you.

You gain a selection of factors that emanate from you throughout initiative.  You get several features that you can influence, choosing how they manifest when you roll initiative, that remain in place for the duration of the initiative.  These features apply to all creatures, ally, enemy, and neutral, within a 120 foot aura centered around you.  You can choose two of the following features to manifest after rolling initiative.

Ability Check

When you roll initiative, you choose one category of ability check from Strength, Dexterity, Intelligence, Wisdom, and Charisma.  All creatures within your 120 foot radius roll that type of check with advantage for the duration of initiative.

Damage

When you roll initiative, you choose one type of attack between melee weapon, ranged weapon, melee spell, ranged spell, and racial feature.  All creatures within your 120 foot radius add 1d10 to all attacks of that type for the duration of initiative.

Damage Resistance

When you roll initiative, you choose one type of damage, magical or non magical.  All creatures within your 120 foot radius are resistant to that damage type for the duration of initiative.

Damage Vulnerability

When you roll initiative, you choose one type of damage, magical or non magical.  All creatures within your 120 foot radius are vulnerable to that damage type for the duration of initiative.

Health Boost

When you roll initiative, all creatures within your 120 foot aura gain 4d10 temporary hit points at the start of initiative.  They lose these hit points if they leave your aura.

Limited Benefits

When you roll initiative, only creatures of your choice get the benefit you choose.

Range Boost

When you roll initiative, your aura for your benefit for the duration of initiative is 300 feet instead of 120 feet.

Saving Throw

When you roll initiative, you choose one type of saving throw.  All creatures within your 120 foot radius roll that type of saving throw with advantage for the duration of initiative.

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